Yup that would happen.
Here's the culprit too...

Code:
// Increase charging while holding down button.
        if(spins==0 && charging<magiccharge)
            charging++;
            
        // Once a charging threshold is reached, play the sound.
        if(charging==normalcharge)
        {
            paymagiccost(itemid);
            sfx(WAV_ZN1CHARGE,pan(int(x)));
        }
        else
        {
            itemid = current_item_id(attack==wHammer ? itype_quakescroll2 : itype_spinscroll2);
            
            if(itemid>-1 && charging==magiccharge && checkmagiccost(itemid))
            {
                paymagiccost(itemid);
                charging++; // charging>magiccharge signifies a successful supercharge.
                sfx(WAV_ZN1CHARGE2,pan(int(x)));
            }
        }