well you can create a var that holds next burn sound time like:
Code:
new Float:g_flNextBurnSound[33];
....
public burning_flame(taskid)
{
.....
if (g_flNextBurnSound[ID_BURN] <= get_gametime())
{
///emit sound here
g_flNextBurnSound[ID_BURN] = get_gametime() + 2.0;
}
...
}
__________________