Files
DroidDeck/app/src/main/AndroidManifest.xml
T
The412Banner f542e59a20 Audio: DirectAudio for games, and the microphone, from Bannerlator's Linux session
Two opt-ins on a new Audio screen, both ported from Bannerlator's gamescope
runtime where they are proven with voice in Steam's own tester.

DirectAudio replaces the audio driver inside the games the client launches -
Wine's mmdevapi driver, glibc build - with one that talks to a helper on the
Android side over a unix socket. The client keeps PulseAudio either way: it is
a native Linux program with no other way to make a sound. The helper runs here
because nothing inside the session can open Android's audio: a game is a glibc
process in a rootfs that binds no /system, and the uid the helper runs under is
what the recording permission is checked against.

The microphone is its own opt-in. The helper opens the input stream only when
asked and writes it to a pipe; PulseAudio's module-pipe-source turns that into
a source the client sees as DirectAudioMic. The daemon makes the pipe and the
helper waits for it - the two used to race, and the module fails on EEXIST.

The Proton wrappers gain Bannerlator's bl_directaudio, which adds the driver's
directory to WINEDLLPATH and names the driver in the prefix, and refuses on any
Proton that is not Wine 11 rather than pair a driver with an interface it was
not built against, which would be silence rather than an error. bl_game_cpus
comes along in the same splice and is inert until BL_GAME_CPUS is set.

The driver is staged into the runtime at every launch like the session scripts;
the helper ships as libdirectaudiorelay.so beside the PulseAudio daemon. Both
are the binaries Bannerlator carries, built by The412Banner/directaudio's relay
workflow (linux-wine11 build against ValveSoftware/wine proton_11.0).
2026-09-21 09:13:33 -04:00

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4.1 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<!-- Session logs go to Downloads so a failed run can be handed over as one folder. -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WAKE_LOCK" />
<!-- The session keeps running while the app is not on screen: a foreground service holds the
process at perceptible priority, and a high-performance WiFi lock keeps a backgrounded
download from being throttled to nothing by the radio's power-save. -->
<uses-permission android:name="android.permission.FOREGROUND_SERVICE" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
<uses-permission android:name="android.permission.VIBRATE" />
<!-- Ends background processes of another app that holds the Steam login. GameHub starts
itself with the phone via boot receivers and signs this client out seconds after every
login; a normal permission, and it cannot touch anything in the foreground. -->
<uses-permission android:name="android.permission.KILL_BACKGROUND_PROCESSES" />
<!-- The microphone for the Linux session, only when the user turns it on: the DirectAudio
relay helper opens the input stream under this uid, and PulseAudio exposes it to the
Steam client as DirectAudioMic. -->
<uses-permission android:name="android.permission.RECORD_AUDIO" />
<uses-feature android:name="android.hardware.vulkan.version" android:version="0x401000" android:required="true" />
<uses-feature android:name="android.hardware.gamepad" android:required="false" />
<application
android:allowBackup="false"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme"
android:hardwareAccelerated="true"
android:largeHeap="true"
android:extractNativeLibs="true">
<activity
android:name=".MainActivity"
android:exported="true"
android:screenOrientation="sensorLandscape">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<!--
A session keeps a Surface, a compositor thread and a proot tree alive; a configuration
change must not tear that down and rebuild it, so the activity handles them itself.
Landscape only: gamescope is told one output size when it starts.
Resizable, deliberately: a foldable opening or closing changes the window, and the
compositor re-fits the picture with bars. Declared non-resizable, the system keeps a
fixed-shape window instead and STRETCHES it onto the other panel — the app never sees a
size change, so nothing it does can help.
-->
<activity
android:name=".SessionActivity"
android:exported="false"
android:theme="@style/SessionTheme"
android:screenOrientation="sensorLandscape"
android:resizeableActivity="true"
android:configChanges="orientation|screenSize|screenLayout|smallestScreenSize|keyboard|keyboardHidden|navigation|uiMode|density" />
<!--
Owns the session — gamescope, the Steam client, audio — so it survives the activity
going away. Without it Android demotes the process as soon as the last visible
activity goes, and the low-memory killer reaps the guest: leaving Big Picture to
answer a message would come back to a dead Steam and a half-finished download.
-->
<service
android:name=".session.SessionService"
android:exported="false"
android:stopWithTask="false" />
</application>
</manifest>