- { GD_S_STONE, 1, 10 },
- { GD_S_NUT, 1, 8 }, /* nut falling is relatively silent, so low precedence. */
- { GD_S_NUT_CRACK, 1, 12 }, /* higher precedence than a stone bouncing. */
- { GD_S_DIRT_BALL, 1, 8 }, /* sligthly lower precedence, as stones and diamonds should be "louder" */
- { GD_S_NITRO, 1, 10 },
- { GD_S_FALLING_WALL, 1, 10 },
- { GD_S_EXPANDING_WALL, 1, 10 },
- { GD_S_WALL_REAPPEAR, 1, 9 },
- { GD_S_DIAMOND_RANDOM, 1, 10 },
- { GD_S_DIAMOND_1, 1, 10 },
- { GD_S_DIAMOND_2, 1, 10 },
- { GD_S_DIAMOND_3, 1, 10 },
- { GD_S_DIAMOND_4, 1, 10 },
- { GD_S_DIAMOND_5, 1, 10 },
- { GD_S_DIAMOND_6, 1, 10 },
- { GD_S_DIAMOND_7, 1, 10 },
- { GD_S_DIAMOND_8, 1, 10 },
- { GD_S_DIAMOND_COLLECT, 1, 100 }, /* diamond collect sound has precedence over everything. */
+ { GD_S_STONE_PUSHING, 1, 10 },
+ { GD_S_STONE_FALLING, 1, 10 },
+ { GD_S_STONE_IMPACT, 1, 10 },
+ { GD_S_MEGA_STONE_PUSHING, 1, 10 },
+ { GD_S_MEGA_STONE_FALLING, 1, 10 },
+ { GD_S_MEGA_STONE_IMPACT, 1, 10 },
+ { GD_S_FLYING_STONE_PUSHING, 1, 10 },
+ { GD_S_FLYING_STONE_FALLING, 1, 10 },
+ { GD_S_FLYING_STONE_IMPACT, 1, 10 },
+ { GD_S_WAITING_STONE_PUSHING, 1, 10 },
+ { GD_S_CHASING_STONE_PUSHING, 1, 10 },
+ /* nut falling is relatively silent, so low precedence. */
+ { GD_S_NUT_PUSHING, 1, 8 },
+ { GD_S_NUT_FALLING, 1, 8 },
+ { GD_S_NUT_IMPACT, 1, 8 },
+ /* higher precedence than a stone bouncing. */
+ { GD_S_NUT_CRACKING, 1, 12 },
+ /* sligthly lower precedence, as stones and diamonds should be "louder" */
+ { GD_S_DIRT_BALL_FALLING, 1, 8 },
+ { GD_S_DIRT_BALL_IMPACT, 1, 8 },
+ { GD_S_DIRT_LOOSE_FALLING, 1, 8 },
+ { GD_S_DIRT_LOOSE_IMPACT, 1, 8 },
+ { GD_S_NITRO_PACK_PUSHING, 1, 10 },
+ { GD_S_NITRO_PACK_FALLING, 1, 10 },
+ { GD_S_NITRO_PACK_IMPACT, 1, 10 },
+ { GD_S_FALLING_WALL_FALLING, 1, 10 },
+ { GD_S_FALLING_WALL_IMPACT, 1, 10 },
+ { GD_S_EXPANDING_WALL, 1, 10 },
+ { GD_S_WALL_REAPPEARING, 1, 9 },
+ { GD_S_DIAMOND_FALLING_RANDOM, 1, 10 },
+ { GD_S_DIAMOND_FALLING_1, 1, 10 },
+ { GD_S_DIAMOND_FALLING_2, 1, 10 },
+ { GD_S_DIAMOND_FALLING_3, 1, 10 },
+ { GD_S_DIAMOND_FALLING_4, 1, 10 },
+ { GD_S_DIAMOND_FALLING_5, 1, 10 },
+ { GD_S_DIAMOND_FALLING_6, 1, 10 },
+ { GD_S_DIAMOND_FALLING_7, 1, 10 },
+ { GD_S_DIAMOND_FALLING_8, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_RANDOM, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_1, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_2, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_3, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_4, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_5, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_6, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_7, 1, 10 },
+ { GD_S_DIAMOND_IMPACT_8, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_RANDOM, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_1, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_2, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_3, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_4, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_5, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_6, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_7, 1, 10 },
+ { GD_S_FLYING_DIAMOND_FALLING_8, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_RANDOM, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_1, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_2, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_3, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_4, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_5, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_6, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_7, 1, 10 },
+ { GD_S_FLYING_DIAMOND_IMPACT_8, 1, 10 },
+ /* diamond collect sound has precedence over everything. */
+ { GD_S_DIAMOND_COLLECTING, 1, 100 },
+ { GD_S_FLYING_DIAMOND_COLLECTING, 1, 100 },