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Message #06181
[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)
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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:
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.
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