0x869D6E0 - Sound pointer table (for music and SFX)
0x869F620 - End of table (0x3E8 entries)

Entries are 8 bytes

First 4 bytes - Sound data pointer
Next 2 bytes - Sound priority - 0 is highest
Next 2 bytes - Copy of previous

Interaction with other sound defined as fading/killing, etc.
