Log messages errors with AudioEngine::play2d?

Hello,
I am playing a sound by doing this when pressing a key

AudioEngine::play2d(PLAYER_LASERSHOT_FX, false, 1);

Where PLAYER_LASERSHOT_FX is a constant path. The sounds plays fine but the thing is that I get this message in the log when I am in debug mode on visual studio.

I/AudioEngine-Win32 (166): OpenAL was initialized successfully!
V/AudioCache (70): AudioCache() 007DD8BC, id=1
V/AudioCache (128): readDataTask begin, cache id=1
V/AudioCache (241): pcm buffer was loaded successfully, total frames: 40750, total read frames: 40750, adjust frames: 0, remainingFrames: 0
V/AudioPlayer (142): AudioPlayer::play2d, _alSource: 1, player id=1
V/AudioCache (293): readDataTask end, cache id=1
V/AudioPlayer (64): ~AudioPlayer() (0A0563F0), id=1
V/AudioPlayer (78): AudioPlayer::destroy begin, id=1
V/AudioPlayer (123): Before alSourceStop
V/AudioPlayer (125): Before alSourcei
V/AudioPlayer (131): AudioPlayer::destroy end, id=1

Is that normal? Can someone explain what that is in case I am doing something wrong the way a play sounds? In release mode in visual studio this logs don’t show.

Thanks

also with every shot the log message adds +1 to the id. so if I shoot 10 times the log says

V/AudioPlayer (78): AudioPlayer::destroy begin, id=10
V/AudioPlayer (123): Before alSourceStop
V/AudioPlayer (125): Before alSourcei
V/AudioPlayer (131): AudioPlayer::destroy end, id=10

So I am not sure what is happening but it doesn’t seem right. I now about the preload method but I am not sure how to use it.
Shouldn’t it be something like preloading all the effects in the init() and then just reference them somehow when I key is pressed? I am a bit confused on how preload an play2d relate to each other.