At this point, it became apparent that the brute-force, non-object-oriented programming approach used was incompatible with associating sound with images and volume with proximity, as originally intended. Ultimately, the alternative was to adjust audio gain corresponding to the quantity of a particular icon on the screen, which is more easily implemented below. When a key corresponding to an icon is pressed, the draw function checks whether the sound file is already playing. If it is, it increases the gain (the "power" of the audio) by an increment of 10. Otherwise, it begins looping the audio at a gain level of -10.
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