Many of the posts are running all of this at toplevel, which is why the sound may seem to close. The final method will return while the sound is playing, which closes the program/terminal/process (depending on how called).
What you will eventually want is a probably a class that can call either single time playback or a looping function (both will be called, and will play over each other) for background music and single sound effects.
Here is pattern, that uses a different event loop / run context other than Pygame itself, (I am using tkinter root level object and its init method, you will have to look this up for your own use case) once you have either the Pygame.init() runtime or some other, you can call these methods from your own logic, unless you are exiting the entire runtime, each file playback (either single use or looping)
this code covers the init for ONLY mixer (you need to figure our your root context and where the individual calls should be made for playback, at least 1 level inside root context to be able to rely on the main event loop preventing premature exit of sound files, YOU SHOULD NOT NEED TIME.SLEEP() AT ALL (very anti-pattern here).... ALSO whatever context calls the looping forever bg_music, it will probably be some 'level' or 'scene' or similar in your game/app context, when passing from one 'scene' to the next you will probably want to immediately replace the bg_music with the file for next 'scene', and if you need the fine-grained control stopping the sound_effect objects that are set to play once (or N times)....
from pygame import mixer
bg_music = mixer.Channel(0)
sound_effects = mixer.Channel(1)
call either of these from WITHIN your inner logic loops
effect1 = mixer.Sound('Sound_Effects/'+visid+'.ogg')
sound_effects.play(effect1, 0)
sound1 = mixer.sound('path to ogg or wav file')
bg_music.play(sound1, -1) # play object on this channel, looping forever (-1)