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Stop placed sounds from crowding out other sound commands

Changes0.2.0 (in development)

FixedPlanned for 0.2.0

On a map with several ambient or placed sounds in view, the game re-sent their unchanged volume and pan many times a frame. That filled the audio engine’s command queue, so other commands were lost: a sound could keep playing after it was stopped, and a music track could keep playing instead of fading out, which held back the next track. Unchanged values are no longer sent.

Affected entities

Credit: ZivDero