Thanks boss! I think the 256 upgrade was a good addition, we can have a rich ambient with many variations of samples. Only the hits I noticed that are really better with the interruption.Very interesting. Of course the technical reason is pretty simple - in SO2 the hit sounds are not tone generated, but actual digitized effects. So only one can ever play at a time. OpenBOR can play 64 at once in 3.0 and 256 at once in 4.0, but that's the first time I ever thought of it as a problem. Nice catch in sound design @Kratus!
Currently I'm trying to understand the "priority" parameter in the
playsample() function. My intent is to play hit sounds in a channel range distant/separated from the others, this way I can safely interrupt them because the hits will never use a channel number that was used for voice or ambient sounds.







