HISTORY:
10-09-01 
Sounds can now be either queued, or started immediately (replacing current sound)
Added SoundQueue, SoundStop, and SoundWait
Fixed queuing so that it can't overwrite AIO block in-use
Looped sounds can be played by calling SoundQueue() at regular intervals.


Note that I expect Amiga to provide a nice sound interface at some point in the future, but in
the meantime, this module will let you play simple sound effects right now.	 Even if it doesn't
provide the level of support you need, you may find that it at least gets you started.

This is a very simple sound driver.  It plays WAV format files from a common shared directory.
No attempt was made to play multiple sounds at once -- my game did not require it.  This is also
only designed to play small sounds, and allocates a buffer for the entire sound at once.

My game also had no real need for prioritized sound, but a priority value could eaasily be
added to the Sound object structure, and compared in SoundPlay().

Refer to the .c file for additional usage notes.

The file includes a sample main() program which will accept a command line argument and play the
sound file of that name, from the shared sound directory (default "/ami/audio/samples/").  Just
comment-out the main() code when you include it in your program.

You may use this code in your own programs, commercial or otherwise, but I request that if you
make improvements, bug fixes, or whatever, please consider releasing the changes back to the
community.

Thanks, and happy coding.

John Harris
john@pulsarinteractive.com
