no, because sound can overlap each over.
Huh? Isn't that the whole point?
I'm not sure if you misunderstood me, or if I'm misunderstanding you here...
The whole thing with the timer was to avoid a bunch of sounds playing at the same time on the geoscape, resulting in loud noise, yes?
What I'm asking is if the current audio engine can sense if an older sound is still playing partway through and hasn't finished yet - and if it is can it simply cancel starting a new one on the geoscape so they
don't end up overlapping. (And then the geoscape issue is fixed without a timer, yet the sounds of weapons on the battlescape don't get messed up, so everything works properly.)
In other words, if a three-second-long beep started one second ago (and therefore has two more seconds to play)
cancel starting a new beep, so that sounds don't play overlapping and pile up on the geoscape.
Most audio engines that I've seen have this functionality built-in, to avoid issues just like what was happening on the geoscape before the timer was put in.