I have three channels that I want to reserve for music tracks (which I will use for cross-fading between scenes). The volumes of these tracks are set specifically before playing, and on scene destruction I audio.stop() the channel associated with the current scene.
My question is… any other sound effect, played with audio.play(), has a chance of grabbing one of the two stopped channels, whose volume has been preset. And since audio.play() just grabs a random channel, it’s entirely possible to have, for instance, a laser sound come out at two different volumes.
What is the best practice way of avoiding this? Should I be using onComplete callback of audio.play() to reset the volume of the channels? Or is there some better way to reserve those channels so that audio.play() won’t attempt to use them? I mean I could pool and manage the free channels myself, but that just seems like overkill.