It could just be that they started using other proprietary components in their code though.
Would've loved to read the source code for Doom 2016!
I always found amusing that to replace him Zenimax built a whole new studio in Germany to hire the top programmers from Crytek and even then Doom 2016 used a litany of middleware :-P.
It was like the game didn't know if it wanted to be an FPS or some seamless open world ARPG so it tried to do a bit of both and the only reason the FPS side didn't felt bad was because id was masters at making FPSs by that time - but it was certainly dragged down.
It would have been way better if it was a regular FPS with a linear progression of levels like id's previous games.
https://www.gamedeveloper.com/design/patent-issue-forces-new...
Engines have grown a bit more complex since then anyway, there isn't an open source library that could easily replace Wwise.
-----------------------------------------
John Carmack's .plan for Dec 11, 1997
-----------------------------------------
The Quake 2 public code release is up at:
ftp://ftp.idsoftware.com/idstuff/quake2/source/q2source_12_11.zip
This source code distribution is only for hard-core people that are
going to spend a lot of time pouring over it. This is NOT a
how-to-make-levels-for-q2 type dsitribution!
This should keep a bunch of you busy for a while. :)
https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...
I'm assuming they don't have legal requirements since they owned the old code anyway.