OpenAL - How to play multiple .wav files?

Hello everybody!

I managed to play requested .wav file after some tries. However, now I would like to play several files at the same time. How can I complish it?

Here's my code:

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/// -----------
/// @author God
/// -----------
#ifndef __GLOX_AUDIO_HPP__
#define __GLOX_AUDIO_HPP__
#include <cstdio>
#include <vector>
#include <al/al.h>
#include <al/alc.h>
#include "algorithm.hpp"
#include "def.hxx"
namespace glox{
	/// -----------------------------------------------------------------------------------
	/// @class	Audio (base & template class with specializations)
	/// @brief	General audio handling class, which both initializes & uninitializes audio.
	/// -----------------------------------------------------------------------------------
	template<int I = GLOX_TEMPLATE_NULL>
	class Audio{
	public:
		/// Enumerations:
		enum AUDIO{AUDIO_LISTENER, AUDIO_MUSIC, AUDIO_SOUND};
		/// Constructors & destructors:
		explicit Audio(const char* device = NULL);
		~Audio(void);
	protected:
		::ALfloat m_fOri[3], m_fPos[3], m_fVel[3];
		::ALuint m_uiBuffer, m_uiSource;
		static ::ALCcontext* ms_opContext;
		static ::ALCdevice* ms_opDevice;
	private:
		/// Static member functions:
		static void Close(Audio& audio);
		static void Init(Audio& audio, const char* device = NULL);
	};
	/// -------------------------------------------------------------
	/// @class	Audio<AUDIO_LISTENER> (template specialization)
	/// @brief	In-game audio listener from which audio can be heard.
	/// -------------------------------------------------------------
	template<>
	class Audio<Audio<>::AUDIO_LISTENER>{
	public:
		/// Static member functions:
		static void SetOrientation(::ALfloat x = 0, ::ALfloat y = 0, ::ALfloat z = 0);
		static void SetPosition(::ALfloat x = 0, ::ALfloat y = 0, ::ALfloat z = 0);
		static void SetVelocity(::ALfloat x = 0, ::ALfloat y = 0, ::ALfloat z = 0);
	private:
	};
	template<>
	class Audio<Audio<>::AUDIO_MUSIC> : public Audio<>{
	public:
	private:
	};
	/// ----------------------------------------------------
	/// @class	Audio<AUDIO_SOUND> (template specialization)
	/// @brief	In-game sound source class.
	/// ----------------------------------------------------
	template<>
	class Audio<Audio<>::AUDIO_SOUND> : public Audio<>{
	public:
		/// Constructors & destructors:
		Audio(const char* file);
		~Audio(void);
		/// Member functions:
		void Pause(void);
		void Play(void);
		void SetChanges(void);
		void Stop(void);
	private:
		/// Static member functions:
		static bool LoadFile(Audio& audio);
		/// Member variables:
		::ALfloat m_fGain, m_fPitch;
		bool m_bLooping;
		const char* m_cpFile;
		unsigned char* m_ucpBuffer;
	};
	/// -----------------------------------------------
	/// @typedef Audio -class template specializations:
	/// -----------------------------------------------
	typedef Audio<Audio<>::AUDIO_LISTENER> AudioListener_t;
	typedef Audio<Audio<>::AUDIO_MUSIC> AudioMusic_t;
	typedef Audio<Audio<>::AUDIO_SOUND> AudioSound_t;
}
#endif // __GLOX_AUDIO_HPP__ 


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#include "audio.hpp"
#include <cstring>

/// -----------------------------------------------------------------------------------
/// @class	Audio (base & template class with specializations)
/// @brief	General audio handling class, which both initializes & uninitializes audio.
/// -----------------------------------------------------------------------------------
/// Preprocessor definitions:
#define __glox_autocode(data)\
	::fread(__ftype, sizeof(char), 4, __file); if(!::strcmp(__ftype, data)) return false;
#define __glox_autocode2(data)\
	(__ftype[0] == data[0]) && (__ftype[1] == data[1]) && (__ftype[2] == data[2]) && (__ftype[3] == data[3])
/// Static variable initializations:
template<int I> ::ALCcontext* glox::Audio<I>::ms_opContext = nullptr;
template<int I> ::ALCdevice* glox::Audio<I>::ms_opDevice = nullptr;
/// Constructors & destructors:
template<int I>
glox::Audio<I>::Audio(const char* device){
	Audio<I>::Init(*this, device);
}
template<int I>
glox::Audio<I>::~Audio(void){
	Audio<I>::Close(*this);
}
/// Member functions:
template<int I>
void glox::Audio<I>::Close(Audio& audio){
	::alcMakeContextCurrent(NULL);
    ::alcDestroyContext(ms_opContext);
    ::alcCloseDevice(ms_opDevice);
}
template<int I>
void glox::Audio<I>::Init(Audio& audio, const char* device){
	ms_opDevice = ::alcOpenDevice(device);
	ms_opContext = ::alcCreateContext(ms_opDevice, NULL);
	::alcMakeContextCurrent(ms_opContext);
}
/// -------------------------------------------------------------
/// @class	Audio<AUDIO_LISTENER> (template specialization)
/// @brief	In-game audio listener from which audio can be heard.
/// -------------------------------------------------------------
/// Static member functions:
void glox::AudioListener_t::SetOrientation(::ALfloat x, ::ALfloat y, ::ALfloat z){
	::alListener3f(AL_ORIENTATION, x, y, z);
}
void glox::AudioListener_t::SetPosition(::ALfloat x, ::ALfloat y, ::ALfloat z){
	::alListener3f(AL_POSITION, x, y, z);
}
void glox::AudioListener_t::SetVelocity(::ALfloat x, ::ALfloat y, ::ALfloat z){
	::alListener3f(AL_VELOCITY, x, y, z);
}
/// ----------------------------------------------------
/// @class	Audio<AUDIO_SOUND> (template specialization)
/// @brief	In-game sound source class.
/// ----------------------------------------------------
/// Constructors & destructors:
glox::AudioSound_t::Audio(const char* file) : m_fGain(1.0f), m_fPitch(1.0f), m_bLooping(false), m_cpFile(file){
	m_fOri[0] = m_fOri[1] = m_fOri[2] = m_fPos[0] = m_fPos[1] = m_fPos[2] = m_fVel[0] = m_fVel[1] = m_fVel[2] = 0.0f;
}
glox::AudioSound_t::~Audio(void){
	delete[] m_ucpBuffer;
	::alDeleteBuffers(1, &m_uiBuffer);
	::alDeleteSources(1, &m_uiSource);
}
/// Member variables:
void glox::AudioSound_t::Pause(void){
	::alSourcePause(m_uiSource);
}
void glox::AudioSound_t::Play(void){
	::alSourcePlay(m_uiSource);
	system("PAUSE");
}
void glox::AudioSound_t::SetChanges(void){
	AudioSound_t::LoadFile(*this);
}
void glox::AudioSound_t::Stop(void){
	::alSourceStop(m_uiSource);
}
/// Static member functions:
bool glox::AudioSound_t::LoadFile(Audio& audio){
	// Open requested file (if found):
	::FILE* __file = ::fopen(audio.m_cpFile, "rb");
	if(!__file) return false;

	// Check .wav file validness:
	char __ftype[4];
	unsigned long __avg_bytes_psec, __rate_sample, __size = 0, __size_chunk, __size_data;
	__glox_autocode("RIFF");
	::fread(&__size, sizeof(unsigned long), 1, __file);
	__glox_autocode("WAVE");
	__glox_autocode("fmt ");

	// Check & read .wav file data:
	short __bits_psample, __bytes_psample, __channels, __type_format;
	::fread(&__size_chunk, sizeof(unsigned long), 1, __file);
	::fread(&__type_format, sizeof(short), 1, __file);
	::fread(&__channels, sizeof(short), 1, __file);
	::fread(&__rate_sample, sizeof(unsigned long), 1, __file);
	::fread(&__avg_bytes_psec, sizeof(unsigned long), 1, __file);
	::fread(&__bytes_psample, sizeof(short), 1, __file);
	::fread(&__bits_psample, sizeof(short), 1, __file);
	__glox_autocode("data");

	// Read data into the buffer (memory allocation process) & generate both the buffers & the sources:
	::fread(&__size_data, sizeof(unsigned long), 1, __file);
	audio.m_ucpBuffer = new unsigned char[__size_data];
	::fread(audio.m_ucpBuffer, sizeof(unsigned char), __size_data, __file);
	::alGenBuffers(1, &audio.m_uiBuffer);
	::alGenSources(1, &audio.m_uiSource);

	::fclose(__file); // The file is not needed anymore (thanks to buffers), so it will be closed.

	::ALenum __format = NULL;
	if(__bits_psample == 8){
		if(__channels == 1){
			__format = AL_FORMAT_MONO8;
		}
		else if(__channels == 2){
			__format = AL_FORMAT_STEREO8;
		}
	}
	else if(__bits_psample == 16){
		if(__channels == 1){
			__format = AL_FORMAT_MONO16;
		}
		else if(__channels == 2){
			__format = AL_FORMAT_STEREO16;
		}
	}
	::alBufferData(audio.m_uiBuffer, __format, audio.m_ucpBuffer, __size_data, __rate_sample);

	// Set source properties:
	alSourcei(audio.m_uiSource, AL_BUFFER, audio.m_uiBuffer);
	alSourcef(audio.m_uiSource, AL_PITCH, audio.m_fPitch);
	alSourcef(audio.m_uiSource, AL_GAIN, audio.m_fGain);
	alSourcefv(audio.m_uiSource, AL_ORIENTATION, audio.m_fOri);
	alSourcefv(audio.m_uiSource, AL_POSITION, audio.m_fPos);
	alSourcefv(audio.m_uiSource, AL_VELOCITY, audio.m_fVel);
	alSourcei(audio.m_uiSource, AL_LOOPING, audio.m_bLooping);
	return true;
}

#undef __glox_autocode
#undef __glox_autocode2 


PS: I love God.
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