Fox, on 26 January 2016 - 05:55 PM, said:
It's more of a limitation than a bug. But it wouldn't hurt to change it.
I don't see any problem that could result of it. Soundonce or ifactorsound would check for any instance of the sound playing within the actor.
I guess it could be made to work in a way that doesn't break the current commands. ifactorsound should be true if there are any instances of the sound being played by the actor, and stopactorsound should stop
all instances of the sound being played by that actor (if it doesn't stop all instances, then it definitely will break my mods)
However, given that it has always worked the other way, I would err on the side of caution. It's very frustrating when your mod gets broken by changes if you don''t want to be trapped in a perpetual cycle of mod maintenance. Here's an example of how the change could brake a lot of mods: some sounds may be played frequently, often before a previous instance is finished (e.g. enemies using machine guns). But there is a limited number of voices that can play at once. If multiple instances per actor are now allowed, other sounds may be forced out, leaving moments where only machine gun fire can be heard, whereas before other important sounds were still played.
Finally, considering that there are serious bugs in the current build (apparently including
sector lotag manipulation being broken), changing the sound system and possibly adding more bugs should be the lowest priority.