fix: the audio level sliders did nothing until Settings were saved

Reported again after the monitor was wired up: 300% still sounded like 10%. The
monitor fix was right but could not show, because the sliders only changed the
settings panel's own state — the value reached the audio engine when the
operator clicked Save.

A level is set by ear, by dragging. It now applies on every move, to the monitor
and to the recorder mix alike; saving still persists it. Both halves were needed
and neither works alone.
This commit is contained in:
2026-07-31 20:58:40 +02:00
parent 84b06ed47b
commit 2b66e5bc7f
5 changed files with 35 additions and 5 deletions
+24
View File
@@ -8901,6 +8901,30 @@ func (a *App) DVKStop() {
}
}
// AudioApplyLevels applies the RX and mic levels IMMEDIATELY, without saving.
//
// A level is set by ear, by dragging: the sliders only touched the settings
// panel state, so the value reached the audio engine when the operator clicked
// Save — and while they were listening and dragging, 10%% sounded exactly like
// 300%%. The control was not weak, it was not connected to anything yet.
//
// Persisting still happens on Save. This is the live half.
func (a *App) AudioApplyLevels(fromPct, micPct int) {
if a.audioMgr != nil {
a.audioMgr.SetMonitorGain(fromPct)
}
if a.qsoRec != nil {
f, m := float64(fromPct)/100, float64(micPct)/100
if fromPct <= 0 {
f = 1
}
if micPct <= 0 {
m = 1
}
a.qsoRec.SetGains(f, m)
}
}
// AudioStartMonitor pipes live RX audio from the rig into your speakers so you
// hear the radio inside OpsLog. Source = the "From radio" capture device (for a
// USB-connected rig, its "USB Audio CODEC" input); sink = the "Listening"