Sound effects in the Bork3D Game Engine are initialized statically in the RudeSound class. It's kinda lame, but it works for 99% of games out there. The iPhone OS does a good job handling the resource management for you.
In RudeSound.h, enumerate all the sound effects you want to use:
typedef enum {
kSoundNone = -1,
kSoundCheer,
kSoundClaps,
kSoundUIStart,
kNumSounds,
} eSoundEffect;
In RudeSound.cpp, modify the list of sound effects filenames to match the enumeration:
const char * kSoundFilenames[kNumSounds] = {
"sfx_cheer.wav",
"sfx_claps.wav",
"sfx_start.wav",
};
And then to use a sound effect just call PlayWave() with a value from the enumeration:
RudeSound::GetInstance()->PlayWave(kSoundCheer);