Sometimes Sound does not play when playing multiple Sounds simultaneously

This is also a best practices question, too.
I built a game that uses a lot of different sounds (about 48 I think). Many are short, less than a second, and a few are longer, music cues, etc.
Example problem: Sometimes when there are a lot of sounds playing and a music cue is suppose to fire, the music sound doesn't play. I made a trace on the function that plays the music sound, and that function does execute. Are there limits on how many sounds can be playing simultaneously? (This doesn't only happen to a particular sound , could be any sound)
Also, as far as best practices, If there is a sound that could be played multiple times simultaneously, should  a new instance of that sound be created each time its played? If there is only one instance of that sound, will the previous playing of that sound be cancelled when called to play again?
Thanks,
Adam

Thanks.
I guess I could add  channels to an array as they start and remove them from the array when they are done playing to keep track. That way when an important sound, like a music cue, is suppossed to play I can check the array stop enough sounds to allow the music cue to play. Hopefully it wont be too much overhead with all those listeners.

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