Some enemies in my game either have looping sounds or a sound clip that is longer than a second.
Currently, if I want to stop the sound from happening due to the enemy getting interrupted or dying I need to stop it on a channel. The issue with that is that then all of the enemy type shares the same channel, and all their sounds will stop too.
There is a way around this obviously, using an incrementing array value to dynamically assign sound channels to each enemy, but this is a little tedious. So I am requesting a QOL change in which sounds can be assigned with an identifier to an object in the same way Object Timers are.
Thank you for reading!