* take I_BuildMIDIMenuList out of it
* pass the command line state to disable music from the init call.
* don't declare internal 'nomusic' variable in the header.
This now treats all pitch methods equally instead of the preferential treatment of Doom's original pitch hack. Most importantly, the sound channel now stores the pitch as a floating point value instead of 9.7 fixed point.
snd_pitched now also gets checked in the sound engine, not the low level interface.
Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.
# Conflicts:
# src/common/audio/sound/oalsound.cpp
It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.
* change the license of the main file because there is no more id-based code here licensed under the GPL.
* moved VM interface definition out of the implementation.
* moved idmus CCMD out of implementation because it is dependent on Doom level definitions.
* moved s_music.cpp into the music folder with the rest of the music code.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
Notable changes:
* IsSourcePlayingSomething had undefined behavior when checking unattached and unpositioned sounds.
* loading Blood RAW sounds with different sample rates but the same backing lump may not use the same hardware sound buffer.
* when playing an unpositioned sound the attenuation is irrelevant and must be ignored. This resulted in a 3D sound being started which was mostly inaudible due to lack of valid origin.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.