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Message #138442
[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?
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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.
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References