Nope :OYou could try to give a different position for each sound.
It's true. It happens for this, except since it's so continuous you won't notice the first sound for a string won't play.There is also a rumour where sometimes a sound isn't played the first time you try to play it.
To be sure you can create X sounds in an array, play all of them at map initialization, and then use them in your spell.
In any real map i hadn't 20 faerie dragons attack at the same time, or at least in enough close time to reach this limit, you can try it but maybe it's the same limitation.That's what I look at it as. But.. if that is not the case. How do hardcoded sounds [say 20 Faerie Dragons attacking] work?
function DM_PeriodicSoundNewThread takes nothing returns nothing local sound s = CreateSound(whichSound, false, true, true, 10, 10, "SpellsEAX") call SetSoundChannel(s, 13) call SetSoundVolume(s, whichVolume) call SetSoundDistances(s, 600., 1200.) call SetSoundDistanceCutoff(s, 1200.) call SetSoundConeAngles(s, 0.0, 0.0, 127) call SetSoundConeOrientation(s, 0.0, 0.0, 0.0) call AttachSoundToUnit(s, GetEnumUnit()) call TriggerSleepAction(0.) //Because sounds are fickle call SetSoundPitch(s, whichPitch) call StartSound(s) call KillSoundWhenDone(s) set s = null endfunction