Recently I've discovered that playing several sounds at the same time can cause a significant delay in the game, which led me to rewriting core part of the sound processing.
From now on there will be absolutely no delays when playing sounds, as all sound commands are now recorded, and executed on a secondary sound thread.
Additionally I've implemented several new features, including:
-limiting number of maximum concurrent sounds played at a given moment
-skipping processing of sounds which volume is below a certain threshold
For example if you have 1000 3D sounds in a scene, then the engine will auto-detect sounds with highest priority, and play only the significant ones.
Those that are far away from the camera, will have lower volume, and thus lower priority, making those sounds to be skipped.
Also I was able to reduce memory usage for OpenAL (Mac, iOS, Linux and Web) nearly 2x
Enjoy!