Sound channels

BlitzMax Forums/BlitzMax Beginners Area/Sound channels

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I have a sound effect in my game that I only want to play if it is not already playing. There doesn't seem to be a soundplaying() function, but there is a channelplaying().

So I think I can do this if I assign the sound to a channel before playing it? Up until now I have always just played sounds without using allocChannel() - presumably this just goes to a default channel in this case?

Could someone tell me exactly how allocating sound channels works please? If I want to play 2 sounds at the same time should I be using the allocChannel()?

Any explanations would be much appreciated.