Adjustments to audio parsing
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -323,10 +323,11 @@ abstract class WLParser {
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}
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}
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// --- THE FIX: Accurate Historical Chunk Indices ---
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// WL1 (Shareware) has exactly 234 sound effects before the music.
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// WL6 (Retail) has exactly 261 sound effects before the music.
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int musicStartIndex = (version == GameVersion.shareware) ? 234 : 261;
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// In Wolf3D v1.4 (Shareware and Retail), Music ALWAYS starts at chunk 261.
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// Chunks 0-86: PC Sounds
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// Chunks 87-173: AdLib Sounds
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// Chunks 174-260: Digitized Sounds
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int musicStartIndex = 261;
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List<AdLibSound> adLib = allAudioChunks
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.take(musicStartIndex)
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