anchor.diff:      end;
     end;
   
  -  if i>=MaxSourceCount then exit;//FreeBuf:=MaxSourceCount;
  +  if i>=MaxSourceCount then exit;//Don't play if there's no room left, will need to replace with better scheme sometime
   
     ID:=word(SoundID);
   
  
positive.code:       Foot: array of char;
      end;
      Props: array[1..MaxWaves] of record
        SampleRate,Volume:integer;
        a,b:integer;
        i,j,k,l,Index:word;
      end;
      Listener:record
        Pos: array [1..3] of TALfloat;
        Vel: array [1..3] of TALfloat;
        Ori: array [1..6] of TALfloat;
      end;
      //Buffer used to store the wave data, Source is sound position in space
      ALSource,ALBuffer: array [1..64] of TALuint;
  
negative.code:   AlutInit(nil,argv);
    alDistanceModel(AL_LINEAR_DISTANCE_CLAMPED);
    LoadSoundsDAT();
    AlGenBuffers(MaxSourceCount, @ALBuffer); //64 looks like the limit, depends on hardware
    AlGenSources(MaxSourceCount, @ALSource);
    //Set default Listener orientation
    Listener.Ori[1]:=0; Listener.Ori[2]:=1; Listener.Ori[3]:=0; //Look-at vector
    Listener.Ori[4]:=0; Listener.Ori[5]:=0; Listener.Ori[6]:=1; //Up vector
    AlListenerfv ( AL_ORIENTATION, @Listener.Ori);
  end;
  
  procedure TSoundLib.LoadSoundsDAT();
  