Don't know about the sound limit thing. I never really understood how that worked. Could it be that a value of 0 means to cut the sound off if another sound plays? Try setting it to other values.
As for the pitch shift, the command is $pitchshiftrange X, where X is how far up or down the pitch will shift. Settting it to 0 should disable pitch shifting for any sounds following it. You can then do the command again to turn it back on. Example:
Code: Select all
$pitchshiftrange 0
world/unshiftedsound1 unshft1
world/unshiftedsound2 unshft2
world/unshiftedsound3 unshft3
$pitchshiftrange 4
world/shiftedsound1 shft1
world/shiftedsound2 shft2
[EDIT]Just scrolled down further in ZDoom.wad's soundinfo and it aludes to a limit of 0 meaning the sound is unlimited, so it looks like my hunch was wrong. Maybe it just means that the sound won't overwrite itself. Since the player picking up an item is what makes the sound, and since you're talking about two different sounds, it may simply not be possible to prevent one from being cut off by the other.

[/EDIT]