element = (element == EL_BD_EMPTY ? EL_EMPTY :
element == EL_BD_PLAYER ? EL_PLAYER_1 :
element == EL_BD_INBOX ? EL_PLAYER_1 :
- element == EL_BD_SAND ? EL_SAND :
+ element == EL_BD_SAND_1 ? EL_SAND :
element == EL_BD_STEELWALL ? EL_STEELWALL :
element == EL_BD_EXIT_CLOSED ? EL_EXIT_CLOSED :
element == EL_BD_EXIT_OPEN ? EL_EXIT_OPEN :
case GD_S_DIAMOND_FALLING_8:
nr = (sample == GD_S_DIAMOND_FALLING_RANDOM ? GetSimpleRandom(8) :
sample - GD_S_DIAMOND_FALLING_1);
- sound_effect = SND_BD_DIAMOND_FALLING_RANDOM_1 + nr;
+ sound_effect = SND_BD_DIAMOND_NATIVE_FALLING_RANDOM_1 + nr;
if (getSoundInfoEntryFilename(sound_effect) == NULL)
- sound_effect = SND_BD_DIAMOND_FALLING;
+ sound_effect = SND_BD_DIAMOND_NATIVE_FALLING;
break;
case GD_S_DIAMOND_IMPACT_RANDOM:
case GD_S_DIAMOND_IMPACT_8:
nr = (sample == GD_S_DIAMOND_IMPACT_RANDOM ? GetSimpleRandom(8) :
sample - GD_S_DIAMOND_IMPACT_1);
- sound_effect = SND_BD_DIAMOND_IMPACT_RANDOM_1 + nr;
+ sound_effect = SND_BD_DIAMOND_NATIVE_IMPACT_RANDOM_1 + nr;
if (getSoundInfoEntryFilename(sound_effect) == NULL)
- sound_effect = SND_BD_DIAMOND_IMPACT;
+ sound_effect = SND_BD_DIAMOND_NATIVE_IMPACT;
break;
case GD_S_FLYING_DIAMOND_FALLING_RANDOM:
break;
case GD_S_AMOEBA_MAGIC:
- sound_effect = SND_BD_AMOEBA_OTHER;
+ sound_effect = SND_BD_AMOEBA_1_OTHER;
break;
case GD_S_FINISHED: