feat(player): leave the volume to the system where the system owns it
On Android the hardware keys are the volume control and the framework mixes our stream against the device level, so a second control inside the app moves something the user already moved. Where that is true the player's level sits at maximum, SetVolume / ChangeVolume / MuteToggle are refused, and nothing persists a level nobody chose: restore remembers the stored value instead of applying it, and saveState writes that same value back rather than recording the synthetic maximum. Mute is in that list because it is a level of zero by another name -- and because with no control rendered it would be the one state on such a platform the user could not get out of. The predicate is named after the capability rather than the platform, because that is what makes it testable. Only platformOwnsVolume is behind a build tag, in two files that declare nothing else; everything else is decided against Player.systemVolume, a field a test sets either way. That is mediacontrols' split, with androidpayload.go's reasoning for keeping the contract out of a tagged file, and the tagged pair is covered by a source sweep since no tier here compiles both halves. SetDuck is deliberately untouched: it applies its attenuation by re-applying the *user's* level through setVolumeLocked, so pinning that level to maximum leaves the offset arithmetic exactly as it was. It is the only thing that may still move the output on such a platform, and TestSystemVolumeStillDucks is that property rather than a comment.
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//go:build android
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package player
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// platformOwnsVolume is true on Android: volume is the device's, set
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// with the hardware keys, and `mediacontrols`' Android handler
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// implements no volume callback for the same reason.
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//
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// See systemvolume.go for why this constant is the whole of what a
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// build tag decides here.
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const platformOwnsVolume = true
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