+#define SND_ACTION_UNKNOWN 0
+#define SND_ACTION_WAITING 1
+#define SND_ACTION_MOVING 2
+#define SND_ACTION_DIGGING 3
+#define SND_ACTION_COLLECTING 4
+#define SND_ACTION_PASSING 5
+#define SND_ACTION_IMPACT 6
+#define SND_ACTION_PUSHING 7
+#define SND_ACTION_ACTIVATING 8
+#define SND_ACTION_BURNING 9
+
+#define NUM_SND_ACTIONS 10
+
+static struct
+{
+ char *text;
+ int value;
+ boolean is_loop;
+} sound_action_properties[] =
+{
+ /* insert _all_ loop sound actions here */
+ { ".waiting", SND_ACTION_WAITING, TRUE },
+ { ".moving", SND_ACTION_MOVING, TRUE }, /* continuos moving */
+ { ".running", SND_ACTION_UNKNOWN, TRUE },
+ { ".burning", SND_ACTION_BURNING, TRUE },
+ { ".growing", SND_ACTION_UNKNOWN, TRUE },
+ { ".attacking", SND_ACTION_UNKNOWN, TRUE },
+
+ /* other (non-loop) sound actions are optional */
+ { ".stepping", SND_ACTION_MOVING, FALSE }, /* discrete moving */
+ { ".digging", SND_ACTION_DIGGING, FALSE },
+ { ".collecting", SND_ACTION_COLLECTING, FALSE },
+ { ".passing", SND_ACTION_PASSING, FALSE },
+ { ".impact", SND_ACTION_IMPACT, FALSE },
+ { ".pushing", SND_ACTION_PUSHING, FALSE },
+ { ".activating", SND_ACTION_ACTIVATING, FALSE },
+ { NULL, 0, 0 },
+};
+static int element_action_sound[NUM_LEVEL_ELEMENTS][NUM_SND_ACTIONS];
+static boolean is_loop_sound[NUM_SOUND_EFFECTS];
+
+#define IS_LOOP_SOUND(x) (is_loop_sound[x])