3 ms·
> Don't change random registry settings or code pages on the user's computer, that's mad. A million times this. Multiple Valve games set the microphone volume
by smarkov 3y ago
> Don't change random registry settings or code pages on the user's computer, that's mad.
A million times this.
Multiple Valve games set the microphone volume in Windows to 100% whenever you launch the game, which, for my setup, makes me sound unbearably loud. Unless your app has a valid reason to change my settings, like if I've set it up to do that on a schedule or with some condition, sure, otherwise don't mess with my settings.
- formerly_proven 3y agoStory time When the USB audio device class was created [1], it had support for AVR-like audio controls (volume, balance, tone etc.), and, like would be reasonable, made all that work with decibels. But, as far as I know, that part of the standard got ignored by basically everyone, including some of whom wrote it (Microsoft), by presenting e.g. the on-device volume control as a 0-100 scale, like Windows and ALSA still do. Except... some hardware devices actually implemented the spec, including the PCM29xx family of audio codecs. These, and clones of them, have been used in quite a few USB audio cards and some very low-end audio interface over the decades. And for those, "100" in Windows means something like "+30 dBfs" [2] - so you'll get extreme distortion with basically any signal. [1] 1.0 is actually impressively complex and basically models the entire stack of audio devices someone could have possibly had in their TV cabinet in the 1995, including stuff like dolby and surround decoders. [2] This is defined around 5.2.2.2.3 and/or 5.2.2.4.3.2 in https://www.usb.org/sites/default/files/audio10.pdf https://www.usb.org/sites/default/files/audio10.pdf