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Problem: The current implementation reads the entire sound file in to memory in order to play it.
For OGG background music, this uses 91 Megs of RAM by injesting all ogg songs as well as all
wav assets.
Solution: Change StarAudio to play the asset from a file handle and stream it off the disk.
This results in a massive savings of RAM and doesn't really affect audio quality unless you're
doing massive disk operations such as compiling Starbound.
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Also added a name tag to Audio for logging so that it's easier to find the audio asset that's causing it
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On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably.
99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified.
Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects.
Most remaining warnings are now unused parameters.
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all at once
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