rem: static SOUND channel[NUM_FX_CHANNELS];
add: static SOUND channel[NUM_FX_CHANNELS] = {0, 0, 0, 0};
context: PlaySound (SOUND S, SoundPosition Pos, ELEMENTPTR PositionalObject,		BYTE Priority){#define MIN_FX_CHANNEL 1#define NUM_FX_CHANNELS 4		/* obviously number of channels is assumed to be at least 5 */	BYTE chan, c;	static BYTE lru_channel[NUM_FX_CHANNELS] = {0, 1, 2, 3};	static SOUND channel[NUM_FX_CHANNELS];	if (S == 0)		return;	for (chan = 0; chan < NUM_FX_CHANNELS; ++chan)	{		if (S == channel[chan])			break;	}	if (chan == NUM_FX_CHANNELS)	{		for (chan = 0; chan < NUM_FX_CHANNELS; ++chan)		{			if (!ChannelPlaying (chan + MIN_FX_CHANNEL))				break;		}		if (chan == NUM_FX_CHANNELS)			chan = lru_channel[0];	}	channel[chan] = S;	for (c = 0; c < NUM_FX_CHANNELS - 1; ++c)	{		if (lru_channel[c] == chan)		{			memmove ((PBYTE)&lru_channel[c], (PBYTE)&lru_channel[c + 1],					(NUM_FX_CHANNELS - 1) - c);			break;		}	}	lru_channel[NUM_FX_CHANNELS - 1] = chan;	PlaySoundEffect (S, chan + MIN_FX_CHANNEL, Pos, PositionalObject, Priority);}