Quick answer: sound.stop() for the Sound object. Or pygame.mixer.set_reserved(2) + index reserved channels by id.

SFX plays. You hold the channel reference. Call .stop later. Sound continues. Channel object now points at a different audio because the original auto-released.

The Fix

# Approach 1: Sound.stop — stops all instances
laser_sound.play()
# later
laser_sound.stop()   # stops every active channel of laser_sound

# Approach 2: reserved channels
pygame.mixer.set_reserved(2)
music_chan = pygame.mixer.Channel(0)   # reserved id 0
voice_chan = pygame.mixer.Channel(1)
music_chan.play(music_sound)
# later
music_chan.stop()  # reliable: id-tracked channel

Reserved channels are not auto-released — you control them by id permanently. Sound.stop is simpler for one-shots.

Verifying

Reserved channel id 0 stops on .stop. Without reservation, dynamic channels often surprise.

“Reserve. Or stop the Sound. SFX silenced.”

Related Issues

For mixer end event, see end event. For collide_mask, see collide_mask.

Reserve channel. Or sound.stop.