The worst volume control UI in the world (2017)
471–480 of 490 posts
Re: The worst volume control UI in the world (2017)
#472Earlier quoted context omitted.
Those never have enough increments for me. I'm always on the quietest end of the slider, and when I want to go quieter I always end up accidentally muting the sound. I have to resort to dragging the slider with my finger - I don't know what I would do without that ability.
On Android I installed an app that lets me scale the global volume for this. It's called "Precise Volume" and seems to work well. I wish I could tweak the "gamma" of the volume slider though: I want to make quiet side quieter without making the loud end quieter so that it works both with headphones and with other devices.
Re: The worst volume control UI in the world (2017)
#473Earlier quoted context omitted.
LOL. I wonder where that data was physically sitting for a whole minute.
I don't really know how these things work but it was quite crisp while my outgoing was very choppy so I hung up the mic and resorted to typing. I was assuming a lot of packet loss and it was rebuilding a little behind the times, the network was very slow that day in general but the voices were clear.
Re: The worst volume control UI in the world (2017)
#474The volume controls in Tuxguitar are legitimately worse than some posted here. To adjust the volume of a track, you choose "View > Show Instruments" and then the unlabeled first circle in each row is the volume "knob". It's a "knob" because it is basically a circle with a dot with the 6-o'clock position indicating 0 and the 3 o'clock position indicating maximum. To adjust it, you click and hold (with no visual feedba…
Circular knobs in audio contexts that don't support circular mouse movement need to not exist. If you want to have the user drag their mouse up and down, just use a vertical slider .
Re: The worst volume control UI in the world (2017)
#475Earlier quoted context omitted.
Back in the kde 3 days, there was this applet called "knob" for volume control. For me personally, its circular knob UI is actually the best. Firstly, you can place the applet at a corner of the panel, e.g. at the bottom right, such that you now have an infinitely large target [1] to hit. Then, once you have the mouse pointer hovering above it, you can: - scroll up/down to increase/decrease the volume - middle click…
And for those of us on laptops with no mousewheel abs no middle button? Trying to make the mouse move in an arc … Knobs are great in the physical world, never met one on a screen that wasn’t hard to use.
Again, this was back in kde 3 days, where desktop usage was more prominent than laptop, and even on laptop, a mouse with a scroll wheel was still a common accessory since touchpad gesture wasn't really a thing yet.
> Knobs are great in the physical world, never met one on a screen that wasn’t hard to use.
Well, I just gave you a perfect example where a knob on the screen was immensely useful. Of course it will be silly to try copying the physical world as-is, but with a little bit of creativity, applied in the right context, a knob on the screen can absolutely be useful.
Re: The worst volume control UI in the world (2017)
#476Earlier quoted context omitted.
Just in case an MS engineer is reading these Teams gripes… On Mac, Teams does not honor system-level Do not Disturb. So when I turn off notifications during a presentation at work and my friend sends me snarky comments about our boss…
Pro-tip: make a second user account on your system exclusively for presentations. There's nothing more unprofessional than some stupid notification popping up during a presentation.
Projecting something onto the screen is done using Teams, so I can't disable Teams during the presentation. People often connect in from other conference rooms or their desks, by joining the call.
ICT probably wouldn't allow us to make another user account.
I agree that making a second user account is good practice for IoT meetups, church groups, or other presentations, but it might not actually work well in this company. Teams has plenty of other issues though, such as screen sharing in a group call after unplugging HDMI, or microphone input selection issues.
Re: The worst volume control UI in the world (2017)
#477I think the worst UI is simply the Teams one, because it presents as an app volume control but then simply controls the global device volume . Fuck off, you are not the only app running. But that comes second to the microphone gain control, which Teams similarly exerts unilateral control over - only this time through an automated algorithm that for some microphone types just ends up muting them entirely. It's wild, y…
Teams is the reference for bad UI. Paste a code block. Select a word in the code block. Copy and you get the whole block copied not the selected word. I could write a page of the issues like this. Maybe it would not be so bad if you only used Teams but when you use slack at the same time it is like someone is wacking you in the back of the head every few minutes.
Re: The worst volume control UI in the world (2017)
#478Earlier quoted context omitted.
I think more people are aware of gamma correction now. The best way to do that, if you are using shaders, is to have "fragColor.xyz = pow(col,vec3(1./2.2))"* on your last line. If it looks bad, look elsewhere, you are not allowed to touch that last line. The opposite should be done just after reading textures, if they aren't already linear. *: sRGB actually has a weird transfer function, but it is closely approximate…
This doesn't work for alpha blending since even if you output the color in the right space, the GPU might do blending in sRGB space and mess things up. Best is to properly declare the target framebuffer as sRGB (if it is) and output linear colors while letting the GPU deal with it.
Second, this will prevent HDR.
Most games render to a linear HDR target surface with a very wide dynamic range, and then will tonemap it to the display gamut as the final step. This was common as far back as Valve's Half Life game. I think even the first one did something along these lines!
This is especially important for modern engines that are used by AAA games. E.g. Unreal engine and all similar engines are commonly used for XBox and Playstation games where the output display is a wide-gamut HDR television, not an SDR sRGB computer monitor.
Re: The worst volume control UI in the world (2017)
#479Earlier quoted context omitted.
Teams is the reference for bad UI. Paste a code block. Select a word in the code block. Copy and you get the whole block copied not the selected word. I could write a page of the issues like this. Maybe it would not be so bad if you only used Teams but when you use slack at the same time it is like someone is wacking you in the back of the head every few minutes.
Anyone tried quoting a message in a reply in teams? For a messaging client, this should be the most important since everyone in the group wants to know which message you are replying to... But ofcourse msft has to screw it up.. https://techcommunity.microsoft.com/t5/microsoft-teams/quote...
Re: The worst volume control UI in the world (2017)
#480This is the new volume control in windows 11 (some insider version they've randomly thrown at me): https://imagizer.imageshack.com/img922/786/aIfxKh.png It's atrocious. No slider, clicking on it "blips" the speakers so you can hear how loud it is. You have to hover pointer on top of it which enlarges the green circle by about 10% to show "Hey, you're hovering me, in case you missed it!" and then scroll so the the tin…