Always use a global pointer for the sound "handle", and where your code wants to play have this
//global handles
SOUND* footsteps1 = "footsteps.wav";
var Snd_Channel_1;
function Inside_Any_Function_or_Action()
{
...
//only START playing if already finished
if(snd_playing(Snd_Channel_1)==0) Snd_Channel_1 = snd_play(footsteps1, 100, 0);
...
}
PS. you can have up to 32 Channels according to the manual.