Although I'd assume the equations used for attenuation etc. are all fairly standard, it's possible there's some "hacks" added on top:
[...] the official client have some "fixes" hardcoded in their client
(I'm not sure with that one, I'm assuming based on the behaviour being different)
It would make sense to research how audio works in general to make sure third-party implementations are sufficiently accurate.
FWIW, I haven't noticed any difference when using standard WebAudio implementations (browser/C++). Therefore, low priority...
IIRC, the game's audio engine is backed by Miles Sound System. Its DOS version is now open source (http://ke5fx.com).
Although I'd assume the equations used for attenuation etc. are all fairly standard, it's possible there's some "hacks" added on top:
It would make sense to research how audio works in general to make sure third-party implementations are sufficiently accurate.
FWIW, I haven't noticed any difference when using standard WebAudio implementations (browser/C++). Therefore, low priority...