Audio stops playing when I stop another clip

I create an array of the same audio clip like so

for ( int j=0; j<ac.max; j++ )
{
     GameObject go                = GameObject.Instantiate(App.instance.theObjMan.soundPF, Vector3.zero, Quaternion.identity);
     go.transform.parent          = App.instance.theGame.soundContainer.transform;
     go.transform.position        = new Vector3(-11, -22, -33);
     
     ac.source[j]                 = go.GetComponent<AudioSource>();
     ac.source[j].clip            = GameObject.Instantiate(ac.clip);
     ac.ins[j]                    = go;
     ac.ins[j].SetActive(false);
}

I start playing source 0 on loop, it works

ac.source[0].Play();

then start up another

ac.source[1].Play(); both are now playing separately

yet if I go ac.source[1].Stop(); then also
ac.source[0] also goes silent?

Why is this happening? ta

002.3 497 SetAttractorBetweenTwoObjects:sapperunit joint -> Barrel_BoxGreyS(Clone)
002.3 497 AttachLoopedSoundIDToTransform:0
004.8 1066 SetAttractorBetweenTwoObjects:powerunit joint -> Barrel_BoxGreyS(Clone)
004.8 1066 AttachLoopedSoundIDToTransform:1
006.8 1409 StopAttachedSound:1

It must be a bug I’ve gone over the code multiple times, searched the internet, when I stop sound 1, sound 0 should just keep playing, both are separate sources and instances. even though they come from the same original source i.e. ‘ac.clip’
doing
ac.source[1].clip = GameObject.Instantiate(ac.clip);
should mean its not related to
ac.source[0].clip = GameObject.Instantiate(ac.clip);

frustrating

EDIT: OK fixed it the problem was in another file, I was turning off the sound elsewhere in legacy code, the above works as expected

Whew, Cheers all