• src/doors/syncdoom/README.md xtrn/syncdoom/lobby.js syncdoom.example.i

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Monday, July 06, 2026 00:00:17
    https://gitlab.synchro.net/main/sbbs/-/commit/de173a13b9babcf71e9da4ee
    Modified Files:
    src/doors/syncdoom/README.md xtrn/syncdoom/lobby.js syncdoom.example.ini
    Log Message:
    syncdoom: optional lobby enter_sound via SyncTERM audio

    Add [lobby] enter_sound: play a one-shot sysop-supplied sound (WAV/OGG/FLAC/VOC)
    once on lobby entry, on a SyncTERM that can decode audio files (silent otherwise),
    via the shared cterm_lib.js audio helpers. Nothing ships -- the sysop points it at
    a sound they supply (e.g. a shotgun/growl from their own WAD). Documented in the
    README (Audio section) and the example ini.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

    ---
    þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net
  • From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Monday, July 06, 2026 00:11:02
    https://gitlab.synchro.net/main/sbbs/-/commit/7990cdec06a9cd8da271e0b7
    Modified Files:
    src/doors/syncdoom/README.md xtrn/syncdoom/lobby.js syncdoom.example.ini
    Log Message:
    syncdoom: enter_sound accepts a wildcard (random pick)

    [lobby] enter_sound may be a wildcard (e.g. sfx/*.wav); the lobby resolves it via
    directory() and plays a random match each entry (a plain path still plays that one
    file), mirroring how the attract art picks a random *.ans. README + example ini updated.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

    ---
    þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net