Fixed issue with environmental sound effects, where changes in-game to the world did not affect the effect properties. Re-factored the existing code to allow faster use when in-game. S_CalcSectorReverb() is now called whenever any properties of a sector are changed which in turn affect environmental sound effect properties.
TODO: Currently, S_CalcSectorReverb() is potentially called far more frequently than absolutely necessary (for example, if multiple linedefs in a sector have their middle texture changed at the same time). We should come up with a flag based property update system to ensure affected sub-system updates are done optimally (i.e. where possible, defer update work).
Fixed issue with environmental sound effects, where changes in-game to the world did not affect the effect properties. Re-factored the existing code to allow faster use when in-game. S_CalcSectorReverb() is now called whenever any properties of a sector are changed which in turn affect environmental sound effect properties.
TODO: Currently, S_CalcSectorReverb() is potentially called far more frequently than absolutely necessary (for example, if multiple linedefs in a sector have their middle texture changed at the same time). We should come up with a flag based property update system to ensure affected sub-system updates are done optimally (i.e. where possible, defer update work).