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Releases: angstsmurf/soundtest

Release 8

06 Apr 22:35
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  • The description of the pause button now makes it clear that newly started sounds on a paused channel will be immediately paused.
  • Adds a message that mentions when new channels survive a restart.
  • Properly identifies sound type when stopping a multiplay channel prematurely.
  • Adds a warning when issuing a play multi command with duplicate sounds.
  • Deduces when a multiplay channel didn't start because there were more than one MOD included.
  • The background channel, 2, is now initially set to OGG.
  • It is no longer allowed to change the sound type of channels in a play multi command during play. This would confuse the testing environment.

Release 7

02 Apr 22:17
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Several bugs relating to paused channels were uncovered in release 6, so let's just make a new one.

  • Notifications work properly when a sound which is part of a play multi command stops playing while another channel that is part of the same command is paused.

  • Improves descriptions of paused channels when issuing play multi commands.

  • Lists paused channels on the sign shown in the room description.

  • Restoring when sounds are waiting on paused channels now works properly.

  • All sound channels are now properly stopped before running test commands.

Release 6

02 Apr 16:27
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Reorganises the source code into more books, parts, and chapters.

Correct behaviour of glk_schannel_play_multi() when channels are paused. Paused channels are not unpaused by play multi commands. This is now reflected by the PLAY MULTI command as well as the play multi test (TEST MULTI).

The official name of this project is now Soundtest, without a space.

Release 5

01 Apr 10:48
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Fixes notification handling code in the automated test suite.

Fixes starting playback on paused channels. Also adds several tests of this to the automated tests.

Thanks to @townba for suggesting this!

Release 4

01 Jun 15:59
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Adds messages describing what other settings change when you change channel. This makes things a little less confusing.

Also adds a test for a bug I discovered in my SDL sound implementation for Spatterlight and Gargoyle.

Release 3

28 Dec 12:39
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Works around what I think is a bug in the Windows IDE, causing a fatal error when printing to a window expecting a character event.

Release 2

01 Nov 11:00
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Basically filling the obvious gaps in the last one. Now we check the resource value in sound notifications, and we test the result of every play and create command. Also fix potential errors when saving and restoring.

Small update

18 Oct 10:10
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Added a new test for glk_schannel_pause() and glk_schannel_unpause(). It is included in the full test suite and can also be run individually with TEST PAUSE.

Initial release

17 Oct 13:38
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Lots of usability improvements and bug fixes.

Initial alpha

12 Oct 20:10
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Initial alpha Pre-release
Pre-release

Everything seems to work more-or-less as intended, but there are a couple of rough edges still.