@Foo_Bar thanks for running the app. We were able to gather the logs, and I’m glad things are working now.
@papa.jay we were able to get your logs as well, but unfortunately they show that you were still running the current production build. The logs were gathered around the same time as your conversation with Connor, so I can’t say that with absolute certainty, but it does look very likely.
Could you please double-check that you have the latest test build installed and run it again?
The good news is that your phone and @Foo_Bar’s phone appear to be in the same GPU family, so I’m hopeful the same fix should cover both devices once we confirm you’re testing the right build.
No problem, @papa.jay, we appreciate your willingness to lend a hand.
@Foo_Bar, we have what we need from your efforts to test the build. Thank you again. We’ll share updates on a release timeline as they become available.
If you’d like to keep the test build installed for now, feel free, but please note that you will need to update back to the main Roon release track for auto-updating to apply moving forward. We will share a note as soon as this fix is included in a public update. Keep an eye on the release notes.
Thank you again to those who assisted with rounds of public testing and to all of you for demonstrating gracious patience with this long-standing and tricky bug.
We’re going to review this internally to do some more testing. As you’re all aware, this can manifest with a wide variety of hardware/software combinations on Android, so we’re trying to be as thorough as possible before we come back with a public announcement of a fix.
The team will share another update here as soon as possible.