In particular, in drum sounds with long samples (such as "Crash Cymbal" and especially "Conga") this can mean you reach the limit of 32 sounds being played at once (which is the Flash sound channel limit).
It might be nice if it were possible for Scratch to prioritise sound channels a bit – for example, if a new channel is requested, and there are already 32, then it looks to see which one has been running longest (or is nearest to ending?) and 'kills' it.
In particular, though, it seems a bit odd that the "Conga" drum sample is so long.
Could it be shortened in some way?
In particular, in drum sounds with long samples (such as "Crash Cymbal" and especially "Conga") this can mean you reach the limit of 32 sounds being played at once (which is the Flash sound channel limit).
See this topic: https://scratch.mit.edu/discuss/topic/270330/ And related project: https://scratch.mit.edu/projects/168821897/
See this post for discussion about the cause (and how to work around it with "stop all sounds"): https://scratch.mit.edu/discuss/post/2726426/
It might be nice if it were possible for Scratch to prioritise sound channels a bit – for example, if a new channel is requested, and there are already 32, then it looks to see which one has been running longest (or is nearest to ending?) and 'kills' it.
In particular, though, it seems a bit odd that the "Conga" drum sample is so long. Could it be shortened in some way?