https://gitlab.synchro.net/main/sbbs/-/commit/256363715550c553c1dea313
Added Files:
src/doors/syncdoom/i_termsound.c
Modified Files:
src/doors/syncdoom/CMakeLists.txt i_sound.c syncdoom.c
Log Message:
syncdoom: digital sound effects via SyncTERM audio APC
Wire SyncDOOM's SFX through the shared termgfx audio module (added for
SyncDuke in the prior commit): a Doom sound_module_t (i_termsound.c)
registered in i_sound.c's sound_modules[], so the engine's normal
S_StartSound -> I_StartSound path drives it with no game-code changes.
It builds the DS<name> lump name, reads the DMX header (rate + 8-bit PCM)
and hands the samples to termgfx_audio_sfx, which WAV-wraps and ships them
to SyncTERM for libsndfile decode + mixing.
syncdoom.c creates the manager in DG_Init, fires the libsndfile cap probe,
and feeds inbound bytes in pump_input (with a one-shot "audio: tier=N" dlog). Gated on a libsndfile-capable SyncTERM (tier 1); a silent no-op otherwise. Validated live on SyncTERM 1.10a.
Co-Authored-By: Claude Opus 4.8 <
noreply@anthropic.com>
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