>>>Now let's jump to the second question: what type of Mac, among those that have >>or are capable of having 32-bit QuickDraw, would _not_ support 2 or more sound >>channels? >I'm sure that there are Gestalt selectors for finding out the sorts of things that you're asking. And it's certainly more easy. < Yes, that's how it's set up right now. (Thanks, Mel! :-) ) Throughout the app, all sound-playing routines--I've got them in many, many forms, continuous loops, play one time, play a set number of times with or without intervening silences, play in foreground while something else goes on in background _if available_ and so on--start by checking variables ("gHaveTwoChannels") and then branching accordingly. I'm asking about this for the same reason I asked about 32-bit color: streamlining versus accessibility. If requiring multi-channel sounds eliminates a significant block of users, then I keep both versions. But if this scenario--32-bit color but no sound channeling--turns out _only_ to apply to, say, a small number of SE30's, most of whose owners have by now acquired an additional Mac (and _that's_ the one they, er, their kids play the games on), then I can simply check sound capability at startup, tell that handful of users "sorry, this won't work," and be able to streamline a whole lot of code. (In my case, the dialog box refers users to each game's WorldBuilder analogue, which is b/w but does have the same plot and "fun factor.") Now I wonder, hmm, how many folks out there use a color-capable SE/30 as their primary Mac? (Met a b/w one recently that was running OS 7.5.something, which boggled my mind; my accelerated SE, with a 68030, will never make it past 7.1.) And does _anyone_ have a rational explanation of why ResEdit refuses to display small b/w icons on Macs without Color Quickdraw?