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* Remove unused idnum tracking * Seamlessly pause and resume sounds Side effect: No more chainsaw "rev up" sound when pausing game. * Update listener before updating sound sources Make sure the sound sources are fed the latest listener data. This shouldn't matter with the call to I_DeferSoundUpdates, but just in case. * Skip unnecessary listener calculations No need to constantly update the listener when the menu is open (single player only), the game is paused, or no game is being played. * Fix initial mobj->oldz when spawning mobj mobj->oldz should be set after mobj->z is initialized. See Crispy Doom. * Improve doppler effect for listener Uses the correct velocity calculation. * Improve doppler effect for sources Uses the correct velocity calculation. * Adjust doppler effect scaling range With the changes made to the velocity calculations, the doppler effect thermo should be linear (0.0 to 2.0, 0.2 steps). * Defer doppler effect thermo action Resetting the OpenAL 3D sound module is slow. * Use a standard map units to meters conversion factor 16 map units per foot or 0.01905 meters per map unit (https://www.doomworld.com/idgames/docs/editing/metrics). Same as the speedometer widget. * Misc. sound refactoring * Use parameters structure for sound functions * Improve sound curve Sound attenuation over distance is now more gradual when using the OpenAL 3D sound module. Previously, there was a more pronounced drop off near the sound distance limit. This uses a different roll-off factor, so the air absorption factor has been adjusted to preserve the same effect as before. * Reduce PC speaker square wave amplitude It was way too loud in comparison to the other sound modules.
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