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Sgame/Cgame-side pr: Unvanquished/Unvanquished#3406
Fixes the magical quantum looping sound emitters that change their state when you stop observing them.
The effect can be very easily heard on the map spacetracks where the elevator music restarts whenever the speaker goes out of view without this fix. I noticed there was a
trap_S_AddRealLoopingSound()
, but it was just callingtrap_S_AddLoopingSound()
with no changes, so I implemented that functionality. Since a whole other function seems excessive for this I just made it a function parameter.Also removed a layer of useless functions in the surrounding code.
Added an
SVF_BROADCAST_ONCE
so the speakers aren't magically paused until they come into view (this also fixes the elevator music on the different floors ofspacetracks
being desynced).