   SDL_mixer and playing channels
  Hi,I'm using the latest SDL_mixer library (along with SDL itself for graphics) to play audio in my game, which is written in C++. My question pertains to how the Mix_PlayChannel function handles samples.Here is the situation: in my game, I draw each character of a string, one at a time. I want to play a sound effect using said function after each character is drawn. Occasionally, the characters are drawn in rapid succession, sometimes faster than the length of the sound effect I'm playing. Also, the sound effects are always played on the same channel.Here is the code to illustrate what I'm trying to say:for (int i=0; i<someString.size(); i++) {   // draw character here (timing/pause is handled in this function)   drawCharacter(someString); // play the sound effect once (always the same channel -- 1)   Mix_PlayChannel(1, soundEffect, 0);}My question is this: if a sound effect is already playing on the given channel, what will happen if another call to Mix_PlayChannel() is made? Is the previous sound effect stopped and the new one played? Or is the latter queued to play following the completion of the previous sound effect? I should also note that I don't wait for the channel to finish playing following each call to Mix_PlayChannel().Any ideas?   
  I think it queues the sounds one after the other unless you specifically call Mix_HaltChannel(1) to stop each sound.   