70 pointsby Velocifyer5 hours ago23 comments
  • susam8 minutes ago
    I often write small userscripts to neutralise hostile or annoying UI patterns. I played the 'Hostile Volume' game for a while. Nice game! After a while, I wondered: if this were a real site, could I write a userscript to make each level happy? Here is the result:

      // ==UserScript==
      // @name  Hostile Volume Winner
      // @match https://hostilevolume.com/
      // ==/UserScript==
      (function () {
        const s = document.createElement('script')
        s.textContent = `
          (function () {
            function visible (id) {
              return !document.getElementById(id).classList.contains('hidden')
            }
            function win () {
              if (visible('victory-screen')) return
              if (visible('instructions-modal')) {
                document.getElementById('start-btn').click()
                setTimeout(win, 2000)
                return
              }
              setTimeout(function () {
                document.getElementById('l13-age-input').value = '01011970'
                window.cancelAnimationFrame(levels[currentLevelIndex].frame)
              }, 100)
              window.setVolume(25)
              setTimeout(win, 3500)
            }
            win()
          })()
        `
        document.body.appendChild(s)
      })()
    
    If you don't have a userscript manager, you can just copy the script between the two backticks and paste it to the Developer Tools console.
  • jonathanlydall4 hours ago
    My favourite bad volume control was in Real Player around 1997 where changing the volume in the application actually changed the global volume of Windows.
    • darknavi2 hours ago
      It's funny because Microsoft Teams does this today, in 2026.
      • Insanity2 hours ago
        Happy I never had to use Teams so far. Only heard bad things about it lol.
        • drfloyd5136 minutes ago
          Then you knowall there is to say about it.
    • Waterluvian3 hours ago
      I was so confused by the CD drives of that era. They all had a volume wheel and a headphone jack, but never once did I experience those working. The audio CDs were always “owned” by the OS, which piped the audio through the normal channels out my speakers or the PC headphone jack.

      I imagine the existence of those means that CD drives had their own DAC and other logic. I guess there was an idea of wanting to play CD audio without it being a PC concern? Or on PCs without audio capability?

      • spicyjpeg2 hours ago
        Almost all IDE and SCSI CD-ROM drives were indeed capable of playing audio CDs fully autonomously, with the host PC basically only sending them the command to start playing; many drives took it one step further and provided a play button in addition to the usual eject button, which worked even if the drive wasn't plugged at all into a machine. The audio was typically output both to the front panel headphone jack and to a 4-pin connector on the back of the drive, which you were supposed to connect to one of your sound card's aux inputs so that it would get mixed into the system audio output.

        Unfortunately, a decent number of machines were not fitted with the relevant cable. Combined with the low-quality DACs that most drives used, the compatibility issues that plagued ATAPI implementations and the dramatic increase in CPU power and sound card quality throughout the mid-to-late 90s, this led media player software to quickly move on from drive based playback to so-called "digital audio extraction", where the CD is basically ripped in real time and streamed to your sound card's own DAC. Thus, unless you played older games that relied on hardware CD-DA playback [1], it's somewhat unlikely you ever experienced it under, say, Windows 98 or XP.

        [1] As offloading playback to the drive had no CPU overhead, games often stored their music as additional tracks on the game disc and played it that way. Incidentally, basically all CD-ROM-based game consoles and arcade systems relied heavily on hardware accelerated playback as well, with some going even further and allowing for compressed (ADPCM) CD audio streaming with no CPU intervention.

      • kibibu2 hours ago
        They absolutely had a DAC. The earlier commercial CD-ROM drives used an internal audio cable connected to a dedicated input on the sound card pcb for cd-audio. It was years before audio players used digital audio streams.
      • wizzwizz43 hours ago
        Did you ever try using the drive with the computer switched off?
      • Zardoz842 hours ago
        I remember my father powering one of these old cd ROM drives, without a computer and using it to play music CDs using these jack connecter
    • anyfoo3 hours ago
      I feel like that was super common. Apart from changing the volumes of entire channels (e.g. changing the level of Line In vs. digital sound), volume was a relatively “global” thing.

      And I’m not sure if that was still the case in 1997, but most likely changing the volume of digital sound meant the CPU having to process the samples in realtime. Now on one hand, that’s probably dwarfed by what the CPU had to do for decompressing the video. On the other hand, if you’re already starved for CPU time…

    • whycome3 hours ago
      That was a hardware/software thing as far as I remember. If it was using something like DirectSound it would adjust the audio independently. Other media players did the same thing.
  • graypegg4 hours ago
    This is not an issue at all, but when ever I come across something like it, I like to poke at the frontend in dev tools a bit. You can pass most levels with `setVolume(25)` in the web console, since that function is just sitting in the document object. That feels like the ultimate volume UI puzzle heh.
    • dsmason3214 hours ago
      I'll have to patch that!
      • diacriticalan hour ago
        Please don't. The game was fun, but level 22 didn't work on Tor Browser due to CORS errors. At first I thought the "NETWORK ERROR. TRY AGAIN" was part of the game until I saw the actual network tab. I wouldn't have made it past level 22 if not for the console command. Plus, if someone wants to cheat, why not?
      • wizzwizz43 hours ago
        I had to use it for #19, since YouTube doesn't load on my machine. Patching it would make the game unplayable past level 19.
  • pimlottc2 hours ago
    This works for almost all levels:

       for (i = 0; i < 50; i++) { document.querySelector("#l3-down").click(); }
  • apublicfrogan hour ago
    Great fun, well done to the horrible person who made it. Apparently my RSS reader leaves the browswr live in the background, as the audio is still playing. Horrible to do on a mobile device. Worst level by far was 17.
  • Retr0id5 hours ago
    There are two types of volume slider I've encountered thus far, "too logarithmic", and "not logarithmic enough".
    • embedding-shape4 hours ago
      That's because one ear is logarithmic-based and the other is exponential-based. Which one differs per person.
      • JulianWasTaken4 hours ago
        Do you have a source, that seems unlikely at face value to me, though I've never gone and looked for perception studies myself.
    • ErroneousBosh2 hours ago
      It's actually possible to turn a linear pot into an approximation of a log pot by wiring a resistor in parallel with the wiper and one end. The volume pot is a voltage divider so the amount it "scales" by is given by Scale = Rbottom / (Rtop + Rbottom).

      But, if you put a resistor in parallel, you need to work out that:

      R = 1 / ((1 / R1) + (1 / R2)) or Rbottom = 1 / ((1 / Rbottom) + (1 / Rfixed)) where Rfixed is the amount you're "bending" it by.

      So you could make the amount of "logness" be adjustable by having another (linear) control to vary Rfixed.

      You'd work out, for a pot rotation Vol from 0 to 1:

      Rbottom = 1 / ((1 / Vol) + (1 / Rfixed)) Rtop = 1 - Vol Scale = Rbottom / (Rbottom + Rtop)

      Now for those better at arithmetic than me, how can you reverse this? Imagine you've got a pot in a piece of equipment with a resistor between the wiper and ground giving a log curve, and you've got to read that with an ADC and turn it back into the linear position of the wiper.

      It ought to be possible but I've always sucked at arithmetic.

  • xnx4 hours ago
    The worst volume control UI in the world (2017): https://news.ycombinator.com/item?id=27819384
  • jupin5 hours ago
    Laughed out loud but gave up at level 5
  • TheLNL4 hours ago
    Finished the game. It was fun to play. I got stuck for a while on the opposite level where the display doesn't update, but was able to go through the rest just fine
    • macromagnon3 hours ago
      I could tell in edge that right side was muted based on the icon next to the address bar and noticed you could use arrows to move one by one so just pressed left 25 times.
  • mdx972 hours ago
    Level 27 is not possible.
  • jimkleiber5 hours ago
    Got an error on Level 17, just a heads up.

    Love the game, btw.

    • chaps3 hours ago
      Yeah, I took that to mean to refresh the game and so I did.... and then lost my progress :(. I really want to play the rest but I don't want to go through the rest of the levels.
    • dsmason3214 hours ago
      Its intentional. Glad you like it!
      • deanCommiean hour ago
        ok but i manually used arrow keys to set it to by clicking right 25 times, and that didn't work, so i gave up.
    • tenderfault3 hours ago
      that’s not an error
  • wild_pointer3 hours ago
    Hilarious, some of them are easy with the keyboard
  • dsmason3215 hours ago
    Level 17 is NOT bugged. The slider is backward and the volume nonresponsive. Its a planned feature.
    • apublicfrogan hour ago
      Yes, this took me a very long time to work out.
  • burgerone2 hours ago
    Prwtty neat. Unfortunately wasn't able to solve the UI desync one :/
  • Pipe943 hours ago
    somehow i'm amazed and annoyed at the same time
  • Findecanor5 hours ago
    I have encountered the rate-limited spinner (#8) and the self-resizing slider (#5) in real desktop UIs.

    #3 are almost like Google Maps' zooming buttons. They jump around more, making you click on the map itself or swap in/out.

  • LoganDark2 hours ago
    These mostly seem to be variations of "takes a long time / is tedious" rather than "annoying/fiddly / takes skill / is creatively bad", which is a little disappointing.
  • DrSiemer4 hours ago
    Plenty of annoyance in here for sure. Looks like 17 cannot be finished on mobile though. Switching to desktop view resets progress.
    • apublicfrogan hour ago
      Look where the slider sits initially at 75%, not the same as earlier levels ;)
    • RRRA3 hours ago
      Not sure how on desktop either, I've inspected the value and set it to 25 to no avail :P

      edit: ok... somehow my approach didn't work the first time, but got to 18!

    • dsmason3214 hours ago
      It works fine on mobile. Planned feature. You'll encounter the same offscreen popup on desktop.
  • danjl3 hours ago
    ...and, of course, there's really no need for a volume control in any app, since there's already a system volume...
    • f1shy3 hours ago
      There are cases where you want to have 2 applications running and playing sound, and want to set the relative volume of each...
      • XorNot2 hours ago
        I mean technically that is a system level feature...and there's nothing really wrong with an application adjusting it's own volume as defined by a system level volume setting for that app.
  • tobr5 hours ago
    Meanwhile, iPhone is still using this design https://xkcd.com/1884/
  • Daminoup4 hours ago
    [dead]
  • 5 hours ago
    undefined
  • anwar_nairi4 hours ago
    [flagged]
    • 3 hours ago
      undefined