Re: Limits on OpenAL sound playback?
Another way of putting it would be sector or proximity based sound management. If your using a 10 by 10 2D grid, you'd in essence have 100 "tiles" or sectors, so when a sound moves out of your specified range of the listener, you deallocate that sound, and when one moves into range you allocate a sound. This can be effective for recycling OpenAL sources, and is somewhat similar to the kinds of optimization rendering engines use with Render Distances and such.
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