rem: ReleaseSemaphore(&iounit->ListLock);
add: ReleaseSemaphore(&iounit->Lock);
context: PlayerFunc( struct Hook*         hook,            struct AHIAudioCtrl* actrl,            APTR                 null ){  struct AHIDevUnit *iounit = (struct AHIDevUnit *) hook->h_Data;  if(AttemptSemaphore(&iounit->ListLock))  {    UpdateSilentPlayers(iounit,AHIBase);    ReleaseSemaphore(&iounit->ListLock);  }  else  { // Do it later instead    Signal((struct Task *) iounit->Master, (1L << iounit->PlaySignal));  }  return;}