Modifications related to pseudo-random number generation
See the commits for details.
- The given sounds were recorded in Duke3D DOS v1.5, EDuke32 before the MR and EDuke32 after the MR. The first and third recordings should match in terms of random pitches.
- The sounds were recorded after loading rsndtst.map. The sector rotating in the background was used as a hint for timing.
- This might require more testing. Before migrating to WRANDOM_MAX in SW, the game could freeze, probably in sound playback code specific to SW.
- I'm not sure the last commit is desired. Maybe just a part of it.