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[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.

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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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