So, how do some of you handle this:
In my game, there's a lot of sounds... and many of my sound files are used over and over again (and overlap quite often). That seems to rule out reusing the same OpenAL sound instance, since I have to set it's position and then replay (and hence you could only have one of that sound playing at a time, correct?).
SO, I've gone to caching the sound data, and then creating a new OpenAL sound for each event that occurs (so each can have a different position). And when the sound is finished playing, it's destroyed.
Is this efficient? Is there a better way I should be doing this?
I'm not sure I understand, but I'd like to point out that sound data is stored in OpenAL buffers, while sound playback is done through OpenAL sources. You can play a buffer through multiple sources.