{"push_id":1311793427,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"ea54d91b9707ce994714e84d268dbdd1bce6a003","before":"2c3802aca15e9341999570dcfa94f59013f8d8e7","commits":[{"sha":"ea54d91b9707ce994714e84d268dbdd1bce6a003","author":{"name":"Jay Dolan","email":"63f4543dc583da6fe536bb4b4024f830fd0f4d7c@jaydolan.com"},"message":"#171 Big ol' s_mix refactor (#194)\n\n* #171, this is close, but still needs work.\r\n\r\n* Code review fixes.\r\n\r\n* #171 Nailed it.\r\n\r\nMix_HaltChannel won’t call your Mix_ChannelFinished callback if the\r\nchannel isn’t actually playing. So in that case, we have to free the\r\nchannel ourselves. Otherwise, we fill up s_env.channels with zombies.\r\n\r\n* #171 Increase MAX_CHANNELS\r\n\r\nOn a map with a lot of ambient sounds (Torn Glory), running around and\r\nfiring the machinegun can consume almost 30 channels. Doesn’t leave a\r\nlot of room for 3 players firing machineguns. Increasing this to 128\r\nchannels.\r\n\r\n* #171 Cosmetics.\r\n\r\n* #171 Cosmetics.","distinct":true,"url":"https://api.github.com/repos/jdolan/quetoo/commits/ea54d91b9707ce994714e84d268dbdd1bce6a003"}]}
{"actor":{"display_login":"jdolan"}}