[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Changed in: canonical-devices-system-image Status: Fix Committed => Fix Released -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Fix Released Status in pulseaudio package in Ubuntu: Invalid Status in qtmultimedia-opensource-src package in Ubuntu: Fix Released Status in qtubuntu-media package in Ubuntu: Invalid Status in qtmultimedia-opensource-src package in Ubuntu RTM: Fix Released Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
This bug was fixed in the package qtmultimedia-opensource-src - 5.5.1-4ubuntu3 --- qtmultimedia-opensource-src (5.5.1-4ubuntu3) xenial; urgency=medium * debian/patches/PulseAudio-change-the-way-volume-is-applied.patch: - Backport from 5.6, change Pulseaudio volume control (LP: #1485522) -- Timo Jyrinki Wed, 13 Apr 2016 10:41:46 + ** Changed in: qtmultimedia-opensource-src (Ubuntu) Status: Fix Committed => Fix Released -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Fix Committed Status in pulseaudio package in Ubuntu: Invalid Status in qtmultimedia-opensource-src package in Ubuntu: Fix Released Status in qtubuntu-media package in Ubuntu: Invalid Status in qtmultimedia-opensource-src package in Ubuntu RTM: Fix Released Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
I believe there is nothing to fix in pulseaudio or qtubuntu-media for now, but please correct if I'm wrong. ** Changed in: qtubuntu-media (Ubuntu) Status: Confirmed => Invalid ** Changed in: pulseaudio (Ubuntu) Status: Confirmed => Invalid ** Changed in: qtmultimedia-opensource-src (Ubuntu RTM) Assignee: (unassigned) => Timo Jyrinki (timo-jyrinki) ** Changed in: qtmultimedia-opensource-src (Ubuntu) Status: Confirmed => Fix Committed ** Changed in: canonical-devices-system-image Status: In Progress => Fix Committed -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Fix Committed Status in pulseaudio package in Ubuntu: Invalid Status in qtmultimedia-opensource-src package in Ubuntu: Fix Committed Status in qtubuntu-media package in Ubuntu: Invalid Status in qtmultimedia-opensource-src package in Ubuntu RTM: Fix Released Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
This bug was fixed in the package qtmultimedia-opensource-src 5.4.1-1ubuntu19~overlay4 in https://launchpad.net/~ci-train-ppa- service/+archive/ubuntu/stable-phone-overlay --- qtmultimedia-opensource-src (5.4.1-1ubuntu19~overlay4) vivid; urgency=medium * debian/patches/PulseAudio-change-the-way-volume-is-applied.patch: - Backport from 5.6, change Pulseaudio volume control (LP: #1485522) -- Timo Jyrinki Wed, 13 Apr 2016 10:43:58 + ** Changed in: qtmultimedia-opensource-src (Ubuntu RTM) Status: New => Fix Released -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu RTM: Fix Released Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
It seems both the duplicate bug #1478506 (volume control increasing from 0) and this (volume always at 100) go away with the bug fix. There is a remaining perceived bug of any sound playing app's volume being controlled only if the app is playing something at the time of volume control. If that's not the case, ringtone volume is controlled instead. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu RTM: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
(the remaining problem being documented in bug #1498466) -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu RTM: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
I tested eg Machines vs Machines successfully. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu RTM: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
I've tested this adding some debug statements to the sound indicator to see if the incoming volumes are changing from Pulse. Now the Qml game (I've tested with Maroon in trouble) is not changing the volume, so the issue seems to be fixed! :) -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu RTM: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Silo 010 has now the fix from upstream included. It needed some rebasing to apply to 5.4 and 5.5, but nothing seemed worrying. Could you test the silo on vivid+overlay? (also xenial is included in the PPA) -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu RTM: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Also affects: qtmultimedia-opensource-src (Ubuntu RTM) Importance: Undecided Status: New -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu RTM: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Changed in: canonical-devices-system-image Milestone: ww08-2016 => 11 -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
@timo seems the patch was recently merged upstream at least to staging ** Changed in: canonical-devices-system-image Status: Confirmed => In Progress -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: In Progress Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Pending patch in Qt: https://codereview.qt-project.org/#/c/148503/ -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
You can find more information about this problem in Qt at https://bugreports.qt.io/browse/QTBUG-36511 This was about QMediaPlayer, but the problem still exists for QAudioOutput and QSoundEffect. A possible fix in Qt would be to check if the sink has flat volumes enabled and if it does, do software-based attenuation (in Qt). That way, QSoundEffect and QAudioOutput volumes would always be relative to the stream role's volume. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
No reply from our upstream contact, e-mail was sent on Dec 16th. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Tags added: volume -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Status changed to 'Confirmed' because the bug affects multiple users. ** Changed in: qtmultimedia-opensource-src (Ubuntu) Status: New => Confirmed -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Changed in: canonical-devices-system-image Importance: High => Critical ** Changed in: canonical-devices-system-image Milestone: backlog => ww08-2016 -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: Confirmed Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
I've contacted upstream if they have anything to possibly improve on their side. Xenial now has Qt 5.5, but I don't see any pulseaudio changes in 5.6 or dev either so I doubt the behavior is different there. On our side, the likely components are qtubuntu-media and media-hub. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: New Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Package changed: qtbase-opensource-src (Ubuntu) => qtmultimedia- opensource-src (Ubuntu) ** Package changed: qtubuntu (Ubuntu) => qtubuntu-media (Ubuntu) -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: New Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Status changed to 'Confirmed' because the bug affects multiple users. ** Changed in: qtmultimedia-opensource-src (Ubuntu) Status: New => Confirmed -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtmultimedia-opensource-src package in Ubuntu: New Status in qtubuntu-media package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
@timo think we can pass this by the folks at Qt? ** Also affects: qtbase-opensource-src (Ubuntu) Importance: Undecided Status: New ** Changed in: canonical-devices-system-image Assignee: John McAleely (john.mcaleely) => Pat McGowan (pat-mcgowan) ** Changed in: qtbase-opensource-src (Ubuntu) Assignee: (unassigned) => Timo Jyrinki (timo-jyrinki) -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtbase-opensource-src package in Ubuntu: New Status in qtubuntu package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
This is blocking silo 51 and several fixes including for bug #1382548, can it get additional attention near term? -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtubuntu package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Status changed to 'Confirmed' because the bug affects multiple users. ** Changed in: qtubuntu (Ubuntu) Status: New => Confirmed -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtubuntu package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
@pmcgowan I've added qtubuntu as a task, but maybe there is a better proxy for QT? ** Also affects: qtubuntu (Ubuntu) Importance: Undecided Status: New -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Status in qtubuntu package in Ubuntu: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Changed in: canonical-devices-system-image Importance: Undecided => High ** Changed in: canonical-devices-system-image Status: New => Confirmed ** Changed in: canonical-devices-system-image Milestone: None => backlog -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: Confirmed Status in pulseaudio package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Okay, some more research done today, and I also talked to Juho @ Jolla/Sailfish about it, because they would probably suffer from the same problem. It's somewhat of a misdesign or broken thinking, I believe. In short, Qt allows the app to set the volume of its sounds. This is an important feature; it allows e g, if you have two sound effects, for them to be at different volumes. Then it opens two streams and set the stream volume accordingly. Ubuntu phone / PulseAudio however comes from the other direction and sets stream volume based on role. The problem comes when the app then overrides this volume. I believe we need to multiply both volumes somehow instead of just letting the app override it. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: New Status in pulseaudio package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Hmm, in src/multimedia/audio/qsoundeffect_qaudio_p.cpp - PrivateSoundSource::sampleReady() seems to always call m_audioOutput->setVolume(m_volume); - with m_volume defaulting to 1.0...maybe that could be the cause of error here? -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: New Status in pulseaudio package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Actually, this seems to already be fixed... https://github.com/qtproject/qtmultimedia/commit/5f33d7bea3fd3dd441aff499576826a02e8e5be2 ...which is in 5.4.1, so should be on touch too. So forget about the previous comment; that said, I do see a message in PulseAudio saying that the stream volume is explicitly changed, so it's somewhere up the stack... -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: New Status in pulseaudio package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
I've researched why the "Dinosaur" game always have sound effects at 100% volume. Starting with the pa_stream_connect_playback API, the documentation says: "It is strongly recommended to pass NULL in both dev and volume and to set neither PA_STREAM_START_MUTED nor PA_STREAM_START_UNMUTED – unless these options are directly dependent on user input or configuration. If you follow this rule then the sound server will have the full flexibility to choose the device, volume and mute status automatically, based on server-side policies, heuristics and stored information from previous uses. " Yet, in QPulseAudioOutput::open ( package: qtmultimedia-opensource-src, file: src/plugins/pulseaudio/qaudiooutput_pulse.cpp ), the volume is always set, despite PA recommending otherwise. In addition, the QPulseAudioOutput constructor defaults the volume to 1.0 (maximum). I think the QPulseAudioOutput component should default to not set the volume at all, i e, leaving "NULL" as the volume in the call to pa_stream_connect_playback. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: New Status in pulseaudio package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
** Also affects: canonical-devices-system-image Importance: Undecided Status: New ** Changed in: canonical-devices-system-image Assignee: (unassigned) => John McAleely (john.mcaleely) -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in Canonical System Image: New Status in pulseaudio package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Status changed to 'Confirmed' because the bug affects multiple users. ** Changed in: pulseaudio (Ubuntu) Status: New => Confirmed -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in pulseaudio package in Ubuntu: Confirmed Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/pulseaudio/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
In bug 1478506 I had already identified this problem as bug 1418210. This looks like a duplicate to me. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in pulseaudio package in Ubuntu: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/pulseaudio/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp
[Desktop-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app
Note: As commented here: https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506/comments/11 and I've observed in other apps the problem seems to be in the QML component for playing sounds. -- You received this bug notification because you are a member of Desktop Packages, which is subscribed to pulseaudio in Ubuntu. https://bugs.launchpad.net/bugs/1485522 Title: Volume obtained is 100% in multimedia sink for sounds from app Status in pulseaudio package in Ubuntu: New Bug description: I'm not sure 100% this is a bug but it is related to https://bugs.launchpad.net/canonical-devices-system-image/+bug/1478506 When the "Marron in trouble" games launches a sound the multimedia sink it's updated and when reading the volume it's always 100%. I'ts not 100% for other applications using the multimedia role, like the music app or other games/apps. The volume in that case is in sync with the volume that was previously set for it. This is the code from the indicator-sound where we get the 100% volume. var props_variant = yield _pconn.call ("org.PulseAudio.Ext.StreamRestore1.RestoreEntry", sink_input_objp, "org.freedesktop.DBus.Properties", "Get", new Variant ("(ss)", "org.PulseAudio.Ext.StreamRestore1.RestoreEntry", "Volume"), null, DBusCallFlags.NONE, -1); Variant tmp; props_variant.get ("(v)", out tmp); uint32 type = 0, volume = 0; VariantIter iter = tmp.iterator (); iter.next ("(uu)", &type, &volume); I did a workaround branch in the indicator-sound that reads the volume at initilaization for every role and stores any change When the sink is updated I read the volume in it that is already stored instead of reading the volume from pulse. I'm not convinced of that, and would like to know why I get 100% volume only for this particular game. To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/pulseaudio/+bug/1485522/+subscriptions -- Mailing list: https://launchpad.net/~desktop-packages Post to : desktop-packages@lists.launchpad.net Unsubscribe : https://launchpad.net/~desktop-packages More help : https://help.launchpad.net/ListHelp