- Removed the "Enable Sound" button: AudioContext/worklet/WebSocket now
connect eagerly on page load; only ctx.resume() still needs a user
gesture, piggybacking on the page's first click/keypress (e.g.
clicking Start) instead of a dedicated audio-only button.
- Added a per-game volume slider (POST /volume). Despite audio being
one shared PulseAudio mix, this is a real independent control: every
game is still its own distinct sink-input, found by matching
`pactl -f json list sink-inputs`'s application.process.id against
the game's own PID, then `pactl set-sink-input-volume`.
- Real bug: audio still never played after removing the button, because
Install/Start/Stop/Uninstall were still <form method="post"> submits.
Every click caused a full page navigation (303 redirect), tearing
down whatever AudioContext had just connected; the fresh page after
reload creates a new suspended context with no further gesture to
unlock it. Tell: no speaker icon ever appeared on the Chrome tab.
Fixed by removing <form>s entirely - every button is now
onclick="doAction(...)", do_POST returns a plain 204, and client-side
doAction()/refresh() fetch() the action and the updated page, then
swap only #content's innerHTML. The page itself never navigates, so
the audio connection survives every action. setInterval(refresh,
3000) replaces the old <meta refresh> for keeping status current
without that risk.
- Real bug: once audio worked, ~2s of latency that got worse over time
plus multi-second delay before volume changes were audible - fixed
upstream in docker-common's pcm-worklet.js (uncapped playback queue),
propagated here.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz