[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-06-02 Thread Pat McGowan
** Changed in: canonical-devices-system-image
   Status: Fix Committed => 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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-05-24 Thread Launchpad Bug Tracker
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 Ubuntu
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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-19 Thread Timo Jyrinki
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

-- 
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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-19 Thread Łukasz Zemczak
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 Ubuntu
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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-18 Thread Timo Jyrinki
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 Ubuntu
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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-18 Thread Timo Jyrinki
(the remaining problem being documented in bug #1498466)

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You received this bug notification because you are a member of Ubuntu
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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-13 Thread Timo Jyrinki
I tested eg Machines vs Machines successfully.

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-13 Thread Xavi Garcia
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 Ubuntu
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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-12 Thread Timo Jyrinki
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 Ubuntu
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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-04-12 Thread Timo Jyrinki
** Also affects: qtmultimedia-opensource-src (Ubuntu RTM)
   Importance: Undecided
   Status: New

-- 
You received this bug notification because you are a member of Ubuntu
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src 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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-03-28 Thread Pat McGowan
** Changed in: canonical-devices-system-image
Milestone: ww08-2016 => 11

-- 
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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

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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-03-03 Thread Pat McGowan
@timo seems the patch was recently merged upstream at least to staging

** Changed in: canonical-devices-system-image
   Status: Confirmed => In Progress

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-02-05 Thread Yoann Lopes
Pending patch in Qt: https://codereview.qt-project.org/#/c/148503/

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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-02-02 Thread Yoann Lopes
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.

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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2016-01-20 Thread Timo Jyrinki
No reply from our upstream contact, e-mail was sent on Dec 16th.

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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-22 Thread Pat McGowan
** Tags added: volume

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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-22 Thread Pat McGowan
** Changed in: canonical-devices-system-image
   Importance: High => Critical

** Changed in: canonical-devices-system-image
Milestone: backlog => ww08-2016

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src 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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-22 Thread Launchpad Bug Tracker
Status changed to 'Confirmed' because the bug affects multiple users.

** Changed in: qtmultimedia-opensource-src (Ubuntu)
   Status: New => Confirmed

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You received this bug notification because you are a member of Ubuntu
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src 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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-16 Thread Launchpad Bug Tracker
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 Ubuntu
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src 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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-16 Thread Timo Jyrinki
** Package changed: qtbase-opensource-src (Ubuntu) => qtmultimedia-
opensource-src (Ubuntu)

** Package changed: qtubuntu (Ubuntu) => qtubuntu-media (Ubuntu)

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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-16 Thread Timo Jyrinki
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 Ubuntu
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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-15 Thread Pat McGowan
This is blocking silo 51 and several fixes including for bug #1382548,
can it get additional attention near term?

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-12-15 Thread Pat McGowan
@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)

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-11-05 Thread Launchpad Bug Tracker
Status changed to 'Confirmed' because the bug affects multiple users.

** Changed in: qtubuntu (Ubuntu)
   Status: New => Confirmed

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-10-20 Thread John McAleely
@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

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-10-20 Thread Pat McGowan
** 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

-- 
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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:
  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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-09-28 Thread David Henningsson
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.

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-09-23 Thread David Henningsson
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.

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-09-23 Thread David Henningsson
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...

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-09-23 Thread David Henningsson
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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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-09-22 Thread John McAleely
** Also affects: canonical-devices-system-image
   Importance: Undecided
   Status: New

** Changed in: canonical-devices-system-image
 Assignee: (unassigned) => John McAleely (john.mcaleely)

-- 
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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-09-22 Thread Launchpad Bug Tracker
Status changed to 'Confirmed' because the bug affects multiple users.

** Changed in: pulseaudio (Ubuntu)
   Status: New => Confirmed

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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)", , );

  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

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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-09-03 Thread Matthew Paul Thomas
In bug 1478506 I had already identified this problem as bug 1418210.
This looks like a duplicate to me.

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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)", , );

  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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[Touch-packages] [Bug 1485522] Re: Volume obtained is 100% in multimedia sink for sounds from app

2015-08-17 Thread Xavi Garcia
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.

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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

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