Add audio device switching UI

This commit is contained in:
NeilClack
2026-08-08 00:12:57 -05:00
parent b54dbca2d5
commit 2212cc9b78
11 changed files with 1528 additions and 455 deletions
+31 -20
View File
@@ -31,10 +31,15 @@ var (
defaultAllow = sdl.AUDIO_ALLOW_ANY_CHANGE
refreshCacheCallback func()
persistConfigCallback func(*db.AppConfig) error
)
// Init initializes SDL audio + SDL_mixer. Safe to call multiple times.
func Init(cfg *db.AppConfig, onUpdate func()) error {
// persistConfig persists the given config (used to save the selected audio
// device across restarts); it may be nil, in which case device selections are
// not saved.
func Init(cfg *db.AppConfig, onUpdate func(), persistConfig func(*db.AppConfig) error) error {
mu.Lock()
defer mu.Unlock()
if inited {
@@ -42,6 +47,7 @@ func Init(cfg *db.AppConfig, onUpdate func()) error {
}
refreshCacheCallback = onUpdate
persistConfigCallback = persistConfig
if err := sdl.InitSubSystem(sdl.INIT_AUDIO); err != nil {
return fmt.Errorf("SDL audio init failed: %w", err)
@@ -52,9 +58,20 @@ func Init(cfg *db.AppConfig, onUpdate func()) error {
logger.Error("Failed to initialize MP3/OGG support: %v", err)
}
// A stored "default" (the first-run seed) is the system default.
deviceName := cfg.SelectedAudioDevice
if deviceName == "default" {
if deviceName == "" || deviceName == "default" {
deviceName = ""
} else {
// Honor a persisted device selection by resolving it against the
// currently enumerated devices, falling back to the system default if
// it is no longer present.
if resolved, ok := resolvePreferredDevice(deviceName); ok {
deviceName = resolved
} else {
logger.Warning("Selected audio device %q not found; using system default", cfg.SelectedAudioDevice)
deviceName = ""
}
}
if err := openDeviceLocked(deviceName); err != nil {
sdl.QuitSubSystem(sdl.INIT_AUDIO)
@@ -178,7 +195,10 @@ func IsPlaying() bool {
return mix.PlayingMusic()
}
// SetVolume sets the SDL_mixer music volume to level (0.0–1.0).
// SetVolume sets the SDL_mixer music volume to level (0.0–1.0), mapped onto
// SDL_mixer's 0–128 scale (mix.MAX_VOLUME). This is relative to the OS audio
// sink, which the kiosk shell pins to 100%, so in-app volume is 0–100% of the
// sink output.
func SetVolume(level float64) error {
if level < 0 || level > 1 {
return fmt.Errorf("volume must be between 0.0 and 1.0, got %f", level)
@@ -204,23 +224,6 @@ func ConvertVolume(volPerc int) float64 {
return float64(volPerc) / 100.0
}
// ListDevices returns the list of available output device names (from core SDL).
func ListDevices() []string {
mu.Lock()
defer mu.Unlock()
n := sdl.GetNumAudioDevices(false)
if n <= 0 {
return nil
}
out := make([]string, 0, n)
for i := 0; i < n; i++ {
if name := sdl.GetAudioDeviceName(i, false); name != "" {
out = append(out, name)
}
}
return out
}
// CurrentDevice returns the last requested/opened device name ("" means default).
func CurrentDevice() string {
return deviceName
@@ -265,6 +268,14 @@ func SwitchDevice(newName string, cfg *db.AppConfig) error {
}
if cfg != nil {
// Persist whatever device is actually open (openDeviceLocked falls
// back to the system default if the requested name cannot be opened).
cfg.SelectedAudioDevice = CurrentDevice()
if persistConfigCallback != nil {
if err := persistConfigCallback(cfg); err != nil {
logger.Error("Failed to persist audio device selection: %v", err)
}
}
currentVolume = cfg.SavedVolume
v := int(math.Round(cfg.SavedVolume * float64(mix.MAX_VOLUME)))
mix.VolumeMusic(v)