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The problem with resolving collisions of an entity with voxels in an arbitrary order is that a collision with a voxel edge may be detected before a collision with a face which would have happened earlier. In this diagram a sphere is sliding along a voxel floor (right to left). Its velocity vector (blue) has a downwards component due to gravity. If collision ...


Notice that you are launching a sound effect while the player is dead, not when the player died. The obvious solution would be to call your soundEffect.Play here: if (vehicles[count].bbox.Intersects(playerSprites[lives].bbox)){ playerSprites[lives].isDead = true; deathSound.Play(); //and also disable further intersection tests with player bbox to ...

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