- Quick hack channel userdata for attenuation to test normal entity sounds
- Always set full volume for sounds coming from the view entity (i.e. the player)
- It's starting to sound like Quake!
- Update listener position and SFX volume
- Implemented static looping sounds, with an attenuation algorithm mimicking the one from Quake
- First bits of entity sound playback, which needs some additional thought first
- Isolated all the bits from the old sound system that are obsolete, and compile them out with USE_FMOD directive
- Moved FMOD_System_Update call to S_Update function in new snd_fmod.c where it belongs
- Mute FMOD when application is not in focus
- Added stubs with research on what needs to happen for relevant sound API functions