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 <timo-jyri...@ubuntu.com>  Wed, 13 Apr 2016 10:43:58
+0000


** Changed in: qtmultimedia-opensource-src (Ubuntu RTM)
       Status: New => Fix Released

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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:
  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.

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