yashsingh1/xdaforums huggingface dataset:
[Android Apps and Games] hajkan:
Ok in that case, the new update does not work on debian x64.

I deleted the server jar file then I ran launch.sh. It downloaded the new jar file. After running the server the server web page is just empty.

[cling-157 (251) ] INFO - 0:00:05.752 - g : Established subscription uuid:6bcf0716-1042-40dc-95e2-048b6d75c89e on service (n) ServiceId: urn:upnp

-org:serviceId:RenderingControl of device (l) Identity: (m) UDN: uuid:f4bf501f-145e-4b1e-b0fa-9d34d2773e46, Descriptor: http://192.168.5.113:36453/f4bf501f-145e-4b1e-b0fa-9d34d2773e46.xml, R

oot: true

[main (1) ] INFO - 0:00:05.761 - a : setGaplessTransportStateChange: false

[cling-194 (298) ] WARNING - 0:00:06.534 - a : Failed to send datagram: no more room in underlying output buffer

[cling-36 (121) ] WARNING - 0:00:06.534 - a : Failed to send datagram: no more room in underlying output buffer

[cling-194 (298) ] WARNING - 0:00:06.535 - a : Failed to send datagram: no more room in underlying output buffer

[cling-36 (121) ] WARNING - 0:00:06.535 - a : Failed to send datagram: no more room in underlying output buffer

[cling-194 (298) ] WARNING - 0:00:06.536 - a : Failed to send datagram: no more room in underlying output buffer

[cling-36 (121) ] WARNING - 0:00:06.536 - a : Failed to send datagram: no more room in underlying output buffer

[cling-194 (298) ] WARNING - 0:00:06.537 - a : Failed to send datagram: no more room in underlying output buffer

[cling-36 (121) ] WARNING - 0:00:06.537 - a : Failed to send datagram: no more room in underlying output buffer

I revert back to 26 from the tar back and it works. So something abvout the new version is not working out on Linux at least on my system.
[Android Apps and Games] bubbleguuum:
[MENTION=5336215]hajkan[/MENTION]

No issue running update28 on Linux here.

Please run update28 (make sure you killed previously running version first) and send me (bubbleguuum@free.fr) the resulting BubbleUPnPServer.log.0.
[Android Apps and Games] Frances91:
Hi, my first post here, as a great fan of the superb Bubble Upnp app.

I'm unable to get TIDAL in cloud content list while configuring media allowed for bubble upnp local media server. I use Neutron Music Player and I can get Google Play Music, Google Drive and Photos to add to media sources.

Just that when I select NeutronMP's external renderer for TIDAL, the track would pause automatically at start and the only way for it to start playing is a couple of pause/play toggles on NeutronMP. Not sure if this is specific to NeutronMP though. I find that disabling or enabling "detect external stop" in NeutronMP's Individual Renderer setting doesn't seem to effect the situation.

Its really nice that since past few builds with inclusion of ffmpeg encoding I can stream both 44/16 and 48/24 (MQA) locally but I rely on NeutronMP for the DSP.

Sorry for my lengthy post and also for if my query is already addressed in previous posts. I'll be really thankful for any help I can get on this.

TIA

My config:

Device: MotoG4+ (RR 8.1 64bit)

Bubbleupnp: v2.9.2(#3000620) Licensed

NeutronMP: v1.99.0 ARM64 Neon
[Android Apps and Games] hajkan:
Clean install and it works. Thanks for your input
[Android Apps and Games] Uoppi:
I've set everything to never transcode, but my Galaxy Note 4 is receiving a wav stream instead of FLAC and it's giving me playback glitches (whether the screen is on or off). The setup is BubbleUPnP Server + Foobar2000 and USB Audio Player Pro as renderer (UAPP's buffer or USB tweak settings make no difference).

Most importantly, when I play the file locally in BubbleUPnP app, it is played back properly as FLAC and the glitches are gone. The glitches during wav playback happen at the same spots each time (EDIT: seems to happen once every 22-23 secs.), so it's not a network problem and the speed is a solid 100/10 Mbps anyway, with UAPP set to a healthy 10 sec stream buffer.

How can I pass FLAC all the way to the phone? I guess it's a BubbleUPnP Server issue, or at least the Foobar2000 streaming profile is set to never transcode (except for Sox downsampling over 96 kHz files to 96 kHz to be compatible with Dragonfly Red - consequently these will necessarily be streamed as wav and hence glitchy)
[Android Apps and Games] bubbleguuum:
[MENTION=5110543]Uoppi[/MENTION]

if in BubbleUPnP you go to top side menu > 3-dot menu on UAPP renderer > Info, is FLAC listed in the list of audio format the renderer claims to support ?
[Android Apps and Games] bubbleguuum:
[MENTION=6397398]Frances91[/MENTION]

EDIT: it turn out to be a BubbleUPnP bug with audio focus. Until I make a proper fix, you can workaround

it by disabling Settings > Control > Remote Control Client.
[Android Apps and Games] Uoppi:
[MENTION=3373153]bubbleguuum[/MENTION]

Yes, FLAC is supported and plays back normally as FLAC locally, with UAPP as renderer. BubbleUPnP Server seems to decode it to wav when streaming via the "Foobar2000 Media Server" library.

When streaming to BubbleUPnP Local Renderer, BubbleUPnP reports "FFmpeg:L16", even though transcoding to FFmpeg is disabled in BubbleUPnP settings (in other words, I believe it should read "FLAC").
[Android Apps and Games] bubbleguuum:
[MENTION=5110543]Uoppi[/MENTION]

Do you have ReplayGain enabled in Now Playing tab > 3 dot menu > ReplayGain ? This would force PCM if playing a track with RG tags.

If that's not the case, please send me a log file playing the problematic FLAC track to UAPP. See first post of this topic for logging instructions.
[Android Apps and Games] Uoppi:
[MENTION=3373153]bubbleguuum[/MENTION]

I don't use Replay Gain and it was unchecked in the app. I'll check how to extract the log tomorrow.

In the meantime, there are two separate issues at play:

1. BubbleUPnP Server is always sending wav/L16 streams instead of FLAC. (Streams #1 - #3 )

2. UAPP when rendering the wav stream produces glitches following a pattern that appears directly proportionate to the sample rate:

-96 kHz wav stream: first glitch comes at ~20 secs.

-88.2 kHz: first glitch comes at 22-23 secs.

-48 kHz: first glitch comes at ~40+ secs.

-44.1. kHz: no glitches that I can hear.

This happens via both UAPP's (supposedly) bit perfect USB DAC playback but also via Android system's regular headphone out. All FLACs render perfectly locally through UAPP. BubbleUPnP's Local Renderer has no glitching as far as I can tell. I have not tried local playback of wav files higher than 44.1 kHz (I will need to create one to be able to test).
[Android Apps and Games] radeon_x:
The ffmpeg package that I want to use on my Synology DS218+ is installed to /usr/local/ffmpeg/bin

Is it possible to tell BubbleUPnP to use those ffmpeg binaries instead of the ones located in the system PATH?
[Android Apps and Games] Uoppi:
[MENTION=3373153]bubbleguuum[/MENTION]

I've mailed you the log file mentioned above in post #13395. I stopped playback and exited BubbleUPnP right after the first glitch at 21-22 seconds into playback.

A couple of notes (this happens with every FLAC file, or rather FLAC-converted-to-wav file/stream, in specific and predictable spots according to the file's sample rate, see post #13395):

1. The first glitch/pop/crackle in 96 kHz wav playback always happens just after the 21 seconds mark (the exact timing varies based on sample rate)

a) when streaming from BubbleUPnP Server (which for some reason decodes the FLAC to wav), both in BubbleUPnP-with-UAPP-as-renderer or directly in the UAPP app using BubbleUPnP Server

b) when playing the same file as wav locally from Note 4's storage in BubbleUPnP-with-UAPP-as-renderer (for testing purposes converted by me from 96 kHz/24 bit FLAC to 96 kHz/24 bit wav)

2. The glitch mentioned in 1b does NOT happen however when I play this FLAC-to-wav-converted test file from local storage directly in the UAPP app (without using BubbleUPnP as the "middleman")

And to recap: BubbleUPnP's own local renderer doesn't have the glitch when streaming from BubbleUPnP Server nor when playing back the wav test file from local storage. In other words, it never seems to happen. Non-decoded FLAC seems to play back fine in all BubbleUPnP and/or UAPP configurations.

Actually, the conversion to wav is not a problem as such, because my 192 kHz FLAC files are converted to 96 kHz wav anyway by SoX (as set up by me in Foobar2000's BubbleUPnP streaming profile), to accommodate for the playback capabilities of the Dragonfly USB DAC.
[Android Apps and Games] radeon_x:
Alright I managed to force the global PATH variable to reflect the correct ffmpeg location by editing the bubble.sh file for now (probably not a good solution as it will get overwritten on the next upgrade though...). So looking promising, except I'm getting this error:

ChromecastTranscodeServlet : GPU transcoding is not usable: no Internet connectivity

Anyone know what internet connectivity has to do with GPU transcoding?

EDIT: Nevermind, there is no ffmpeg with GPU transcoding support on Synology NAS yet (that I can find, anyway). So the error text is just a bit misleading in this case. :P
[Android Apps and Games] bubbleguuum:
[MENTION=5110543]Uoppi[/MENTION]

If you have set SoX as resampler for the BubbleUPnP profile in foo_upnp, then the foobar2000 will transcode your FLAC as WAV and expose just that.

This is expected when any DSP are enabled in the profile. If you want the orginal FLAC, you need to disable SoX (and any other DSP) here.

If needed, Android BubbleUPnP can do the resampling locally before passing the result to UAPP (top side menu > 3-dot menu on UAPP > Settings > change 'max supported samplerate'to 96 kHz).

Also I'm not sure why in this setup you have BubbleUPnP Server in the middle (which is just proxying the WAV stream served by foo_upnp), rather

than browsing foobar2000 directly.

As for the glitches, not sure what cause them, but 96/24 WAV requires about 562 KB/s so you must be sure the phone WiFi connection can sustain that.
[Android Apps and Games] bubbleguuum:
[MENTION=279451]Radeon[/MENTION]

You can specify a path to ffmpeg binaries with command-line option -ffmpegDir.

As for the GPU internet connectivity message, this is for doing a short GPU transcode test on a mp4 sample hosted on the Internet to verify if it works.
[Android Apps and Games] Uoppi:
[MENTION=3373153]bubbleguuum[/MENTION]

SoX (mod 2) is set to only downsample 192 kHz to 96 kHz and leave all other sample rates untouched. Is it expected that foo_upnp is transcoding all FLAC to wav regardless of this? EDIT: What resampling algorithm does Android BubbleUPnP use - is it comparable to Sox?

BubbleUPnP Server is set up to enable mobile access.

The glitch issue is not network-speed related because local playback of wav files (over 44.1 kHz) in BubbleUPnP with UAPP as renderer produces identical glitches.

To recap:

1. UAPP app streaming from BubbleUPnP Server: glitchy wav playback

2. BubbleUPnP app using UAPP as renderer (either local 44.1+ kHz wav file or streaming 44.1+ kHz file): glitchy wav playback

3. BubbleUPnP app on its own (local wav or streaming): no glitches

4. UAPP app playing back 44.1+ kHz wav file from local storage: no glitches

I'm no developer but, judging from the above conditions, something odd must be happening between the BubbleUPnP <-> UAPP communication.
[Android Apps and Games] bubbleguuum:
Yes, a DSP chain you set for the BubbleUPnP profile in foobar2000 will be applied to all audio. So everything is resampled as 96 kHz WAV. This is similar to what would happen if you set a resampler in foobar2000 DSP config.

This is different that what Android BubbleUPnP is doing if you set a 'Max supported samplerate' for a renderer, where only audio whose samplerate is greater than the max samplerate is resampled to this max samplerate.

I wonder if UAPP is not requesting the WAV stream again during playback for whatever reason (some renderers do this, or stream the audio in chunks).

This would not work well with the DSP processing done by foo_upnp as it would force decoding again from the beginning to the specific position asked by UAPP,

which is slow.

This can be verified if you send me a BubbleUPnP Server log file doing this:

- first, stop BubbleUPnP Server, edit configuration.xml in the BubbleUPnP Server install dir and set:

<enableStreamProxyRequestLog>true</enableStreamProxyRequestLog>

- restart BubbleUPnP Server

- with Android BubbleUPnP, try to play one of the problematic WAV to UAPP until it glitches

- send me the resulting BubbleUPnPServer.log.0 log file, in the BubbleUPnP Server install dir

Anyway, I really recommend you try disabling DSP processing in foobar2000 BubbleUPnP profile and let Android BubbleUPnP do the resampling to 96 kHz (for tracks

that need it) by setting a max samplerate for UAPP as I explained. The resampling also uses SoX and you can set the resampling quality to highest if you wish.
[Android Apps and Games] Uoppi:
[MENTION=75656281]bubbleguum[/MENTION]

Thanks for the info, I was not aware just activating the DSP chain does that. Now I'm getting an all-FLAC stream! :good:

Tried it but the ffmpeg wav is glitchy as always with UAPP as renderer. However, UAPP does have a setting "Bit perfect, when possible", which means I can pass everything through as FLAC and let UAPP downsample 192 kHz files to 96 kHz.

So the setup is working now, and I must say the Dragonfly Red was worth every cent, way more engaging and musical than Note 4's headphone out.

Thanks again!
[Android Apps and Games] Uoppi:
[MENTION=75656281]bubbleguum[/MENTION]

Well, just as I thought FLAC streaming started to work:

Any idea how a 192 kHz/24 bit FLAC stream from foo_upnp can suddenly change to 44.1 kHz/16 bit wav in BubbleUPnP?

- I added an album to the playlist, started playback and saw Android BubbleUPnP "Now playing" correctly displaying "FLAC | 192 kHz | 24 bits | Stereo"

- Screen was off, several songs went by without a glitch

- When I turned the screen on, to my astonishment "Now playing" now displayed 16-bit wav. Playback was smooth all the way so I don't know at which point the change had occurred.

EDIT: It seems to happen after a couple of songs, several times now.

- Whatever I play after this, it remains at 16 bit, whether rendering via UAPP or BubbleUPnP Local Renderer

- Restarting UAPP and BubbleUPnP fixes things back to normal

I checked the streams, and apparently there are always two 16-bit streams, and BubbleUPnP switches to 16-bit at some point:

Stream #1 : FLAC 24 bits, stereo, 192000 Hz

Stream #2: L16, 16 bits, stereo, 44100 Hz

Stream #3: WAV, 16 bits, stereo, 44100 Hz

From where are streams #2 and #3 originating from in the first place if transcoding is disabled everywhere?

In case it matters, UAPP was used as renderer and at least once I may have switched from WLAN to 4G (and back) during playback. Both networks have a stable DL speed of 50+ Mbps and UL of ~10 Mbps.

UAPP is set to downsample 192 kHz to 96 kHz but that shouldn't affect what BubbleUPnP is feeding to it (unmodified FLAC stream of any sample rate), right?
[Android Apps and Games] bubbleguuum:
[MENTION=5110543]Uoppi[/MENTION]

Stream #2 and #3 are added by foo_upnp. They are compat streams that BubbleUPnP (or other Control Points) may choose to play to a renderer when the renderer does not support the original format (FLAC in that case). Since UAPP supports FLAC, I'm pretty certain BubbleUPnP sends the first stream to UAPP (unless there's a bug or something I cannot think of). But the Now Playing technical info can also originate from the renderer itself when you play a track, so it is possible this 44.1/16 info comes from UAPP. The only way to know is if you send me a BubbleUPnP log file resulting in this situation. Moreover, you can disable these 2 compat PCM streams in foobar2000 by disabling: Preferences > Tools > UPnP > Server > Basic settings > add WAV an LPCM 44.1/16 compatibility streams. Make sure to browse again from scratch in BubbleUPnp and build a new Playlist after that.

EDIT: even if you disable the compat streams in foo_upnp, if you browse foobar2000 via BubbleUPnP Server, BubbleUPnP Server will readd these and there is no way to disable them there. Anyway, I do not think the problem is caused by the compat streams, so it would be best you send me a log file.
[Android Apps and Games] Uoppi:
[MENTION=75659305]bubbleguum[/MENTION]

The compatibility streams were indeed disabled in foo_upnp. I assume they are integral to the functioning of BubbleUPnP Server, hence it re-adds them? Would be nice to be able to disable them altogether, of course. :D

I'll send you the log if I can reproduce it.
[Android Apps and Games] Uoppi:
[MENTION=3373153]bubbleguuum[/MENTION]

In reference to above post: BubbleUPnP switched to the compatibility wav stream again (at least that's what I assume it's doing). I can't decipher the log but "protocolinfo" seems to be wrong. For the first files "protocolinfo" is fetched correctly as 24 bits/192 kHz but then suddenly the log says 16 bits/44.1 kHz.

EDIT: In the log, I can see "discarding unsupported mime-type: audio/x-flac" appearing at one point. Before that point only L16 was reported as unsupported.

There are lots and lots of "warning - cannot parse int" lines. Doesn't look healthy to me, lol. But you're the expert and I'll mail you the log (I stopped playback and exited BubbleUPnP right after I saw the issue - there were a lot of timeout errors too before that for some reason, but they don't normally happen that often and playback went smoothly regardless).
[Android Apps and Games] Uoppi:
[MENTION=3373153]bubbleguuum[/MENTION]

I tested streaming straight via foo_upnp, which doesn't have the compatibility streams, and I encountered no issues in Android BubbleUPnP + UAPP as renderer.

EDIT: ...except that of course I can't access foo_upnp in Android BubbleUPnP from the mobile network, so I'll need to be able to use BubbleUPnP Server.

I'd prefer to keep the https mobile connection BubbleUPnP Server offers. Any chance to add the option to disable compatibility streams also in BubbleUPnP Server? If that's not possible or feasible, what exactly would I be sacrificing other than connection security, if I switch to direct foo_upnp streaming? I assume there's no other difference in my usage, because I don't need any transcoding options.
[Android Apps and Games] bubbleguuum:
I've fixed this issue in BubbleUPnP Server 0.9-update29, now available. It happened on some setups (when public hostname has been set manually) and prevented to possibly use GPU transcoding. To update manually, start the BubbleUPnP Server web config and go to Settings > Update > Check for updates.
[Android Apps and Games] bubbleguuum:
[MENTION=5110543]Uoppi[/MENTION]

As explained in e-mail, I found the cause of this issue and it will be fixed in the next Android BubbleUPnP update. When it is fixed, BubbleUPnP Server compat PCM streams will never be picked up again when playing to UAPP.
[Android Apps and Games] Uoppi:
[MENTION=3373153]bubbleguuum[/MENTION]

Excellent! That solution perfectly compliments the way UAPP was intended to be used.

Being able to do "everything" without ever needing to leave the Android BubbleUPnP UI (which I happen to like), using BubbleUPnP Server whether in WLAN or mobile... is great. Thanks!
[Android Apps and Games] _wyrm:
Please, consider adding pCloud support to BubbleUPNP. They are, IMHO, the best bang for buck on cloud storage since Amazon Cloud Drive started banning third party sync/fuse apps.... They have open source FUSE and Sync clients at github and public API documentation.

Thanks! :)
[Android Apps and Games] tdassa:
Can we add option to search/add subtitle before playing.it would be much easier.

Instead of playing,searching, stopping then playing again.
[Android Apps and Games] bubbleguuum:
in Playlist or Library tab: 3 dot menu on video > opensubtitles.org
[Android Apps and Games] bubbleguuum:
No plan for more cloud services at this time.
[Android Apps and Games] coolhighend:
Audio decoding to PCM (FFmpeg)

I use the decoding to play from Qobuz and I convert FLAC to WAV on the server. A great feature, works flawlessly.

If I play music from my local server, I get noise between the tracks if gapless is enabled. The local files are in WAV and I noticed that even if there is nothing to convert, FFmpeg is still active and handles the files. Is that your intention? If FFmpeg is used for the original WAV file, the noise is introduced. If I stop the conversion completely, the WAV files play fine.

A very nice feature I like from Lumin is that while browsing Qobuz, the little black and yellow highres icon is displayed where applicable. This makes it a lot easier to target the highres tracks. Maybe an idea for a future implementation?
[Android Apps and Games] yuljk:
Hi guys - I'm running 0.9-update26 on Ubuntu 16.04 Server - the PPA is added as per instructions. I'd like to update to update28, however the update isn't visible when performing apt-get update && apt-get upgrade.

Clicking on 'check for update' from the console shows 'no update found' also.

Performing manual installation shows

apt install bubbleupnpserver

Reading package lists... Done

Building dependency tree

Reading state information... Done

bubbleupnpserver is already the newest version (0.9-5).

Any ideas why I can't see the update?

Thanks
[Android Apps and Games] bubbleguuum:
In some cases yes it can be intended. For example 24 bit or multichannel WAV is always decoded by FFmpeg on pre-Lollipop.

Another case, is WAV not containing audio in PCM format. There's also the case of Android not supporting the WAV's samplerate/bitdepth combo (thus requiring downsampling).

Can you send me a log file, playing such WAV that produces noise ? See first post of this topic for logging instructions.

Will look into it for displaying that info although it may not be in the form of a badge on the album art.
[Android Apps and Games] bubbleguuum:
0.9-update26 and prior versions could fail to update on some setups (normally fixed since update27).

apt-get does not update BubbleUPnP Server but its packaging (startup scripts and launcher jar).

To manually update to 0.9-update29:

- download file: https://bubblesoftapps.com/bubbleupnpserver/core/BubbleUPnPServer.jar

- stop BubbleUPnP Server

- replace exsiting BubbleUPnPServer.jar file in the install directory (/usr/share/bubbleupnpserver) by the new downloaded file

- start BubbleUPnP Server

- in the web configuration check that the version corresponds
[Android Apps and Games] tyeth:
Random stopping, how can I get logging on Android?

Hi,thanks for your brilliant app.

Playing mkvs from superfast sd card in Xperia XZ1 to a ps4. Works a treat except pauses once an episode and I have to go back to the folder and replay the video at which point it resumes. It seems more likely if the video has digital corruption even though the video will play through successfully the second time.

Did also have it stop displaying any media but a restart of the app resolved it.

This might have been when playing from my tidal collection as a test.

Can I run some logging to assist?
[Android Apps and Games] bubbleguuum:
[MENTION=4283356]tyeth[/MENTION]

Make sure to add BubbleUPnP as a Doze exception in Android Settings > Battery > 3-dot menu > Battery optimization.

If you still have the problem after that, you can if you wish send me a log file playing a video on your PS4 until the problem happens.

See first post of this topic for logging details.
[Android Apps and Games] Snowknight26:
bubbleguuum,

One of the recent updates broke something when it comes to transcoding FLAC to MP3s.

My library in foobar2000 is mainly FLAC, and I have BubbleUPnP Server set up such that the max bitrate for foobar2000 remote access is 320kbps.

Additionally, in BubbleUPnP, I have a 320kbps max bitrate for both Mobile and WiFi/Eth.

If I begin playing some tracks on a mobile connection, the tracks are transcoded and the app plays them back at 320kbps. So far so good.

After I close BubbleUPnP (menu -> Exit), my phone eventually connects to WiFI. As I'm heading home from work, my phone disconnects from WiFi and it's back on Mobile. If I launch BubbleUPnP and hit Play (the last track is showing under Now Playing), the FLAC version is played. This should never happen.