Bug 9226 - Alarm: Don't change volume on players with fixed volume
: Alarm: Don't change volume on players with fixed volume
Status: CLOSED FIXED
Product: Logitech Media Server
Classification: Unclassified
Component: Player UI
: unspecified
: PC Windows Server 2003
: -- minor (vote)
: 7.x
Assigned To: Michael Herger
:
Depends on:
Blocks:
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Reported: 2008-08-20 09:18 UTC by Jim McAtee
Modified: 2009-09-08 09:18 UTC (History)
1 user (show)

See Also:
Category: ---


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Description Jim McAtee 2008-08-20 09:18:26 UTC
Although it has no effect on the actual volume level, it's a little disconcerting to see the volume level changed (in the web interface, for instance) on players that have been set at a fixed 100% volume level and on which you've never actively adjusted the volume.

If this is done, make sure that the volume is still adjusted for any players in a sync group that aren't using fixed volume.
Comment 1 Jim McAtee 2008-08-22 13:37:58 UTC
To compound the confusion this may cause, I just noticed that in the web interface you can't adjust the volume for a player that is set to fixed.  So the alarm will lower the volume level, it will have no effect, but the user will see that the volume has been lowered and wonder whey, and then WON'T be able to set it back to 100%.
Comment 2 Chris Owens 2008-09-10 15:59:44 UTC
Dean says: The volume should be hidden and disabled on players that have been set to fixed volume.
Comment 3 Jim McAtee 2008-09-10 16:03:01 UTC
Does that mean that if the volume is "unfixed" that the level will be at 100%, as it should?
Comment 4 Michael Herger 2008-09-10 16:58:18 UTC
change 23133 - remove volume from the web and player UI, if volume is fixed.

Assigning to Ben for Controller UI.
Comment 5 Jim McAtee 2008-09-10 17:09:13 UTC
Did Dean mean to remove the _alarm_ volume setting or the player volume bar from the Now Playing area?  If you remove the alarm volume, then how can volume be set for alarms on the non-fixed players in a synced group?

Example (actual setup): I have a Transporter, with fixed volume, synced with a Boom in another room.  I set an alarm on the Transporter.  Do I still have control over the volume of the alarm when it goes off on the Boom?
Comment 6 Ben Klaas 2008-09-10 17:22:52 UTC
regardless of the sync issue described in comment #5, on the controller UI I don't think Alarm Volume should be presented as an option when setting an alarm for a player that has digital volume control set to fixed. That behavior is corrected in SC 7.2 change 23134.

Assigning back to Michael, who should bounce to Dean as needed.
Comment 7 Jim McAtee 2008-09-10 17:27:24 UTC
What about having a global volume setting for each player for all alarms?  Maybe juat as a fallback over individual alarm volume settings?  Then when I pull up the Boom's alarm settings (which shows no alarms) I can set the volume level.
Comment 8 Michael Herger 2008-09-10 17:32:06 UTC
Consider this fixed: there's no more alarm volume setting in any UI if the player has fixed volume out.
Comment 9 Spies Steven 2008-10-10 16:18:25 UTC
Verified with SqueezeCenter Version: 7.2.1 - 23502
Comment 10 James Richardson 2008-12-15 12:35:31 UTC
This bug has been fixed in the 7.3.0 release version of SqueezeCenter!

Please download the new version from http://www.slimdevices.com/su_downloads.html if you haven't already.  

If you are still experiencing this problem, feel free to reopen the bug with your new comments and we'll have another look.
Comment 11 Chris Owens 2009-07-31 10:27:43 UTC
Reduce number of active targets for SC