Recommended Posts

1 hour ago, Raphaël G. said:

Can you send me your logfile? I'd like to know what it is trying to do.

You can delete Dopamine.db. You can find it in folder %appdata%\dopamine

Here it is:

 

https://drive.google.com/file/d/0B-MxjFl00kwcVjF6ZzJlZmpEbW8/view?usp=sharing

 

And thank you for the tip. :)

 

EDIT: deleting Dopamine.db fixed the issue. :D

Edited by Setnom
50 minutes ago, Setnom said:

Here it is:

 

https://drive.google.com/file/d/0B-MxjFl00kwcVjF6ZzJlZmpEbW8/view?usp=sharing

 

And thank you for the tip. :)

 

EDIT: deleting Dopamine.db fixed the issue. :D

Excellent! I saw in your logs that you used build 685 at some point. I made a mistake in the database upgrade in that build. I suspect that it might have caused your issues (I pulled the build after a user notified me of issues, but it was too late).

  • Like 2

I released a bug fix build just now: 1.1 build 695 Preview

 

This is the change log:

 

– [Changed] Updated the Greek translation
– [Fixed] Impossible to update album art
– [Fixed] Search online doesn’t work on all screens

 

Info + download

Hi all!

Yet another build of Dopamine is available: 1.1 build 700 Preview

Download and info over here.

 

This is the change log:

 

– [Added] Added a shuffle all button
– [Fixed] Impossible to play songs with WASAPI exclusive mode enabled
– [Fixed] WASAPI exclusive mode confirmation pop up is shown each time the playback settings screen is created

58 minutes ago, dakn said:

Not sure if this bug came from this latest build but I added some new albums and it just hung forever trying to add album covers. I restarted Dopamine and those albums still don't have artwork.

 

Looks like the same issue I had. Try deleting Dopamine.db in %appdata%\dopamine , as @Raphaël G. suggested.

I broke the songs screen a bit in build 700. I released an extra build quickly: 1.1 build 702 Preview

 

- [Fixed] Shuffle doesn't perform a loop anymore. It is now possible to manually switch on Loop and Shuffle together.

- [Fixed] Fixed double clicking song on Songs screen only queues the clicked song

 

Download + info

  • Like 1
On ‎25‎-‎04‎-‎2016 at 1:07 PM, Tuskd said:

Hey Raphael! Great release. But I am having a problem with my Philips SHB7000 wireless headset and Dopamine. When using my headset's media keys, Next and Previous works as expected but Play/Pause doesn't work. Its not picked up by your Keyboardtest. Groove Music has no problem with my headset.
 

^ For Next and Previous. Nothing recorded for Play/Pause.

Back in April I posted this. I think it was build 640. Back then I had to use Groove to satisfy my needs, so never really cared about using it when in Dopamine. Surprisingly It is fixed in build 700 and I have no problems using my headset. Went through each changelog, don't know what fixed the issue, .NET upgrade, or WASAPI or the Windows 10 AU. Now I don't need Groove at all :D

EDIT: Tried to install the 660 stable release by uninstalling the current version to check when it got fixed, got an Oops error at startup and got this in details.
 

Quote

SQL logic error or missing database
no such table: Configurations

EDIT2: Back on build 702 and no issues so far. Strange, I thought a stable release had to be... 'stable'

Edited by Tuskd
1 minute ago, Tuskd said:

Back in April I posted this. I think it was build 640. Back then I had to use Groove to satisfy my needs, so never really cared about using it when in Dopamine. Surprisingly It is fixed in build 700 and I have no problems using my headset. Went through each changelog, don't know what fixed the issue, .NET upgrade, or WASAPI or the Windows 10 AU. Now I don't need Groove at all :D

Thanks for confirming this! :) It was explicitly fixed in Dopamine build 694. See change log item:


- [Fixed] Bluetooth headset play/pause button not detected

 

I open sourced Dopamine a while ago, and someone else fixed the bug for me. Good thing, because I didn't know where to start and also don't have a Bluetooth headset to test with.

  • Like 2
3 minutes ago, Raphaël G. said:

Thanks for confirming this! :) It was explicitly fixed in Dopamine build 694. See change log item:


- [Fixed] Bluetooth headset play/pause button not detected

 

I open sourced Dopamine a while ago, and someone else fixed the bug for me. Good thing, because I didn't know where to start and also don't have a Bluetooth headset to test with.

Oh shoot, didn't see that. Plus this issue of going back to the stable release is there, got the OOPS screen again with build 660:/

What do you mean? You installed build 700, and then reverted to build 660? If yes, the Oops screen is expected. Build 660 is not compatible with the database of recent builds.

You'll have to delete the %appdata%\Dopamine folder if you want to use build 660 again.

Another build was released: 1.1 build 704 Preview

 

Build releases are following each other rather quickly. I'm ironing out bugs fast for the 1.1 release (getting close).

 

This is the changelog:

 

– [Changed] Removed search field on Cloud screen
– [Fixed] Equalizer manual preset values incorrectly saved, causing audio engine crash.

 

Download here

  • Like 4
On 9/5/2016 at 7:20 PM, Tuskd said:

Oh shoot, didn't see that. Plus this issue of going back to the stable release is there, got the OOPS screen again with build 660:/

I'll need your help. Could you try out build 708, to check if your headset still works fine with it? You can get that build here

The headset fix broke media keys for other users, and I now attempted to fix it for everyone (or at least for as much people as possible).

17 hours ago, Raphaël G. said:

I'll need your help. Could you try out build 708, to check if your headset still works fine with it? You can get that build here

The headset fix broke media keys for other users, and I now attempted to fix it for everyone (or at least for as much people as possible).

all good here. both on headset and keyboard

2 hours ago, Tuskd said:

all good here. both on headset and keyboard

Thanks! I got confirmation from a second headset user, and also from someone where keyboard media keys were broken. Everything seems to work.

Another build was just released: 1.1 build 709 preview

 

This is the change log:

 

– [Changed] Adjusted built-in equalizer presets so their effect on the audio is more noticeable
– [Fixed] Album cover not displayed when playing a file from explorer
– [Fixed] Improved detection of media keys

 

Download here

  • Like 2

Hi all,

 

Version 1.1 final is almost ready. That means that development on 1.2 will start soon. In 1.2 I'd like to add scrobbling, as it is a much demanded feature. I have no experience with scrobbling, so I'll need some input here.

Do you have examples of how scrobbling should work and which scrobbling features are a must-have?

 

Thanks!

  • Like 1

Sorry, i don't use scrobbling, can't help on this one, used to scrobble long time ago with foobar2000 and last.fm.

I have a request, maybe it is already asked : it is possible to add support for DSD files ?

 

Thank you!

 

1 hour ago, PabUK said:

Nice work on 1.1. :)

 

This seems like a good time to re-request a feature - a fixed playback device setting. I'd use Dopamine a lot more often if I didn't have to manually change my output device to speakers, then back to headphones, every time I use it.

Thanks!

 

Could you explain a bit more how you use audio players? I can provide a list of available audio devices, but you'll still have to switch the device manually when changing from speakers to headphones.

My setup is as follows; I have my onboard Realtek sound system set to treat my headphone and speaker jacks as separate audio devices. Windows is set to use "Headphones" as the default device, which leaves a 2nd "Speakers" device spare. Most of my listening is done through the headphones (e.g. YouTube, games) which requires no further setup as they are the default device. When I use foobar2000 to play music, it is set to output to the secondary "Speakers" device so that music comes through the speakers instead.

 

Basically, it's all just a way to automate having music play through the speakers, and everything else through the headphones. This way, I hardly ever need to change the default output device, a current exception being Dopamine for example.

3 hours ago, PabUK said:

My setup is as follows; I have my onboard Realtek sound system set to treat my headphone and speaker jacks as separate audio devices. Windows is set to use "Headphones" as the default device, which leaves a 2nd "Speakers" device spare. Most of my listening is done through the headphones (e.g. YouTube, games) which requires no further setup as they are the default device. When I use foobar2000 to play music, it is set to output to the secondary "Speakers" device so that music comes through the speakers instead.

 

Basically, it's all just a way to automate having music play through the speakers, and everything else through the headphones. This way, I hardly ever need to change the default output device, a current exception being Dopamine for example.

OK thanks. That's what I wanted to know. If I give you a list of audio devices in Dopamine, you'll be able to do this.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Posts

    • Microsoft launches Godot Sample to streamline Xbox PC game development on the engine by Pulasthi Ariyasinghe Microsoft today announced a new endeavor that aims to make it simpler for Godot developers to get their products into the Xbox PC ecosystem. Dubbed the "XBOX Godot Sample," this is a new public reference for developers using the open-source engine. This is set to serve as an example of how Microsoft GDK, Xbox Services, and PlayFab can be integrated into their projects. The sample is available now on GitHub as a working example. This covers key features in gaming projects that developers may need to release their projects on Xbox PC, with everything from matchmaking and game sign-in to gamepad compatibility with Godot being covered. This release is being called the first step in giving Godot developers the tools to bring their games over to Xbox PC, with more changes to come based on feedback and issue reports. However, the company was clear that this is not related to bringing Godot projects to Xbox consoles. The engine's open development model stops it from accessing console SDKs due to the requirement of NDAs and legal contracts. Here's how it explained this Godot sample project's focus: This is a source-only sample, not a product. It's MIT-licensed at the wrapper layer; the GDK and PlayFab dependencies still require their own installs and license acceptance, consistent with our other XBOX samples. There is no set update cadence for support or maintenance. We’ll watch the repo, monitor issues, and iterate where it makes sense, but this isn't a commercial release. That said, we’re excited to hear your feedback and see any community PRs, as we evolve this together. This is the first step in bringing Godot for XBOX on PC. We plan to evolve it over time based on what the community tells us is most valuable. This sample is built specifically for XBOX on PC. It doesn’t include support for XBOX Series X|S or XBOX One. If you’re already building for XBOX Series X|S or XBOX One, please talk with your XBOX representative. If not, you can get started by signing up here. Game developers can find the XBOX Godot Sample by heading to GitHub over here. Documentation on how to get started with Godot for building an Xbox PC project can be seen here.
    • I don't understand the vision. Do people really want to buy a new computer from Dell with 6 browsers installed? We all keep asking for Microsoft to stop having so much junk on their OS, and adding a bunch of browsers seems to go against that. Ideally, we would just be asked what browser we want during OOBE but Google is just going to pay Dell a bunch of money to include Chrome. Additionally, would you want your phones to start including all the browsers too when you get them? The only thing I ever wanted was to be able to uninstall IE or edge and I believe you are now able to. I do agree that microsoft needs to chill with their "are you sure you don't want to try edge before you install chrome" ads when going to download chrome.
    • It is notable that around 70% of web browser users choose Google Chrome. However, it is puzzling why anyone on Windows would opt for Chrome when Microsoft Edge is often superior in many aspects and comes pre-installed. Edge collects less data, uses less RAM, and is more optimized for Windows as a native Microsoft product. While some may point to bloat in Edge, much of it can be removed with simple tools, requiring no more effort than installing Chrome. Meanwhile, Chrome reportedly downloads large amounts of AI data (4 GB) without explicit consent. I'm sure you Chrome users love that, or? Although Microsoft’s aggressive promotion of Edge may be questionable, the browser’s current advantages make it a preferable choice over Chrome today, even if Chrome may have been better in the past.
    • JetBrains rolls out IntelliJ IDEA update with Markdown preview fixes and more by David Uzondu Image via JetBrains IntelliJ 2026.1.3 from JetBrains has landed, bringing several highly requested bug fixes that target common UI glitches and terminal rendering issues. If you run tmux inside the integrated terminal, the IDE no longer renders the cursor above the active line. The Markdown preview bug, which was fixed in this release, had annoyed developers for quite some time, as the preview pane failed to render images saved outside the project directory. Instead of displaying the actual image, the IDE simply showed a broken image icon, a problem that stuck around for two years before this update. Over on Windows, developers running WSL can now use wsl.exe to spin up their environments without losing terminal functionality. In previous builds, launching a terminal shell with something like wsl.exe -d ubuntu inside a Windows-based project broke both shell integration and active process detection. Other bug fixes in this release include: An issue where Gradle sync incorrectly reported success as a failure on WSL when using Gradle 9.5.0. A syntax highlighting bug that flagged valid Java for-loop initialization blocks with multiple statements as incorrect. A warning bug that triggered a false non-null local variable alert when using JSpecify annotations. A database generation bug that hid the option to use a DELETE statement instead of a TRUNCATE checkbox. A Kotlin highlighting failure where an assertion error in the Gradle redundant library inspection broke error highlighting. A UI bug where the ComboBox popup lacked a maximum height restriction. A Snowflake syntax error where DataGrip failed to support the "create temp" command. A Svelte syntax parsing failure that incorrectly flagged quotes inside inline expressions. A VCS repository manager deadlock that triggered thread pool exhaustion. A memory leak where the LazyTree component kept all previous versions of a tree in memory. IntelliJ 2026.1.3 is the third bug fix release for the IntelliJ 2026.1 series. The first one landed back in April with a fix for the WSL Python interpreter freeze, another fix for guest participants using Emmet abbreviations, and corrected WildFly server deployment errors.
  • Recent Achievements

    • Collaborator
      Asgardi earned a badge
      Collaborator
    • Conversation Starter
      mobandz earned a badge
      Conversation Starter
    • Apprentice
      fernan99 went up a rank
      Apprentice
    • One Month Later
      nothanks earned a badge
      One Month Later
    • One Month Later
      B2Proxy earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      469
    2. 2
      PsYcHoKiLLa
      243
    3. 3
      Skyfrog
      79
    4. 4
      FloatingFatMan
      73
    5. 5
      Michael Scrip
      60
  • Tell a friend

    Love Neowin? Tell a friend!