}
}
+// returns true if the element can fall
+static inline boolean el_can_fall(const int element)
+{
+ return (gd_elements[element & O_MASK].properties & P_CAN_FALL) != 0;
+}
+
// play diamond or stone sound of given element.
static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y)
{
+ // check if sound should be skipped for falling elements (and only be played on impact)
+ if (el_can_fall(element) && skip_bd_falling_sounds())
+ return;
+
// stone and diamond fall sounds.
switch (element)
{