Hm, I think from what I can tell you have one centralized player pool with players being added and removed as needed for each sound, yes? If that's the case then it could cause some problems with say, enemies using players crowding out other game objects like the player or menu system.
In this case, its usually a good idea to budget how many sounds you'll play within your game, and setting aside dedicated players for those tasks outside of your common pool. For example, you might reserve two players for all your menu's, one for playing music and the other for moving and selecting buttons. Or reserve 3 players for the user character. For things like the environment, if you have a certain radius the user can hear things, like 5x5 tiles, then you could reserve 25 players for that, along with 5 dedicated players for navigation effects like beacons or notifications.
Keep in mind the soft limit on players for OpenAL Soft is 256, and you'd be using around 35 sounds by now, which leaves 221 left. You could dump those into a monster pool for them to be dynamically picked up and down as monsters are spawned and despawned as needed. So if you needed 3 sounds for each monster, that would give you around 73 you can spawn at once. Which brings up something interesting, if you can only view 25 tiles around you, then you can only spawn 25 enemies in your view area, so you'd actually only need 75 players for monsters, leaving you with 146 free players floating around.
So basically, by that point you'd have to balance how large your view area is relative to the number of max enemies you want visible/spawned at a given moment.
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BrushTone v1.3.3: Accessible Paint Tool
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AudiMesh3D v1.0.0: Accessible 3D Model Viewer