sum channels to avoid premature pause #298
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summing the sound channels (after rectification) makes sure that there's only a single DetectSilence and that no channel can pause the node prematurely.
this is a fix for a subtle bug in DirtPause. fixing it shouldn't affect sound except in some very rare corner cases. and then one would want the fix applied anyways i guess.
issue demonstrated here using rms but same problem can be found in all places where DirtPause is used. e.g. reverbs stopping early.