Hi,
I reproduced an issue on Windows desktop 0.27.5 where changing the Windows/system volume does not change the AudioRelay stream volume.
Environment:
- Windows 11
- Desktop app: 0.27.5
- Android app: 0.26.1
Repro:
- Start streaming PC audio to Android.
- Change Windows master volume with the keyboard or system volume slider.
- The remote AudioRelay playback volume does not follow the Windows volume change.
I investigated this locally and confirmed a backend-side patch fixes it.
What I changed:
- In the desktop/backend capture path, when loopback-capturing from a render device, I passed the selected MMDevice into the capture wrapper.
- Before forwarding captured PCM, I applied the endpoint’s current mute and master volume to the outgoing 16-bit audio buffer.
- If the endpoint is muted, the outgoing buffer is cleared.
- Otherwise, the endpoint dB level is converted to linear gain and applied per sample.
Result:
- Windows volume and mute now affect the streamed audio as expected.
- In my testing, this worked immediately on the patched build.
Important note:
- This patch changes the audio path itself, not UI synchronization.
- I did not add any new frontend controls or new public protocol/UI behavior.
I also noticed that the current desktop/backend code appears to contain volume-related pieces that are not fully wired through, so this may already have been partially planned.
I have:
- a patched Model.dll
- the minimal source diff for the relevant capture classes
- a short technical note
Because AudioRelay is closed source, I’m not posting decompiled sources or binaries publicly, but I’m happy to send the minimal patch package privately if useful.
Thanks.