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())
+ if (el_can_fall(element) && !use_bd_falling_sounds())
return;
// stone and diamond fall sounds.
{
if ((amoeba_count > 0 && cave->amoeba_state == GD_AM_AWAKE) ||
(amoeba_2_count > 0 && cave->amoeba_2_state == GD_AM_AWAKE))
- play_sound_of_element(cave, O_AMOEBA, x, y);
+ play_sound_of_element(cave, O_AMOEBA, -1, -1);
}
// pneumatic hammer sound - overrides everything.