Had a look at your cap and when it starts the following error pops up:
Resource file error -wav samples not found.(12 sounds)
The cap actually runs, but with the missing sounds you can't really test it.
Looking at the events, it looks like there's loads of sounds being activated / loaded to play on channel 2.
Here's a list of them:
+ MouseKeyboard: On key Space pressed
-> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1
-> XAudio2: Load resource "imphenzia_soundtrack_laser36.wav" to channel 2 (No loop)
-> XAudio2: Play channel 2
+ Hero: Value 'Health' Less or equal 0
-> Hero: Destroy
-> RESET: Make Visible
-> XAudio2: Load resource "gameover.wav" to channel 1 (No loop)
-> XAudio2: Play channel 1
+ Hero: On collision between Hero and Enemy001
-> Hero: Subtract 15 from 'Health'
-> Enemy001: Destroy
-> XAudio2: Load resource "damage.wav" to channel 2 (No loop)
-> XAudio2: Play channel 2
+ System: Hero.X-Enemy002.X is between -90 and 110
+ System: Every 1000 milliseconds
-> System: Create object EnemyLaser2 on layer 1 at (0, 0) from Enemy002 's image point 1
-> XAudio2: Load resource "imphenzia_soundtrack_laser20.wav" to channel 2 (No loop)
-> XAudio2: Play channel 2
+ System: For each Enemy003
+ System: Hero.X-Enemy003.X is between -80 and 126
+ System: Every 800 milliseconds
-> System: Create object EnemyLaser3 on layer 1 at (0, 0) from Enemy003 's image point 1
-> XAudio2: Load resource "imphenzia_soundtrack_laser30.wav" to channel 2 (No loop)
-> XAudio2: Play channel 2
-> System: Create object EnemyLaser3 on layer 1 at (0, 0) from Enemy003 's image point 2
+ System: For each Boss00
+ System: Hero.X-Boss001.X is between -80 and 126
+ System: Every 800 milliseconds
-> System: Create object BossPulse on layer 1 at (0, 0) from Boss001 's image point 3
-> XAudio2: Load resource "imphenzia_soundtrack_laser30.wav" to channel 2 (No loop)
-> XAudio2: Play channel 2
-> System: Create object EnemyLaser3 on layer 1 at (0, 0) from Enemy003 's image point 2
+ System: Is global variable 'Boss001' Less or equal 0
-> Boss001: Destroy
-> System: Add 500 to global variable 'Score'
-> XAudio2: Load resource "bigboom.wav" to channel 2 (No loop)
-> XAudio2: Play channel 2
-> System: Set global variable 'Mode' to 0
It looks like many of these might overlap or loop.
You could try just autoplaying the sounds as you need them, using a 'trigger once' to stop any looping?
example:
+ Hero: On collision between Hero and Enemy001
+ System: Trigger once
-> XAudio2: Autoplay file AppPath & "sounds\ouch.ogg" (No loop)
Hope this helps.