I've had a change of hart with Dynamic sounds in the fact of creating new ones. As of now when you reach the last slot and the counter resets. if you were to make a new sound and the old one is still playing, it would override it. However people might not want that. So I'm adding a new argument to the creation of Dynamic Sounds. When done commands will look something like this DsMake(close,far,maxdist,obj,doppler,rank)
set doppler to one and the sound will have doppler enabled.
Set rank to one and The sound cannot be overwritten and must be removed ether by the sound playing out,, or in the event of a looped Dynamic sound must be deleted using DsDelete(slot).
I also added behind the scenes code in updates. if an object is deleted that a dynamic sound was attached too it will delete the sound as well. saving you from doing it. I also coded it to clone sounds. this way if you have something like a car crashing, you won't get that "skip" as the sound restarts. It also means you just have to load reference sounds just once and Prevent DS from playing around with the same sound
I'd say I'm about 90%. Just add the rank thing And a few more commands and I'm done