added checking availability of level specific colors in level editor
[rocksndiamonds.git] / src / game_bd / bd_caveengine.c
index 2793d26f2f93c968e7b4d4d83ff2df997abac611..6d0e3fcd2c13614bfa7ad887f9d2c05f1fad1cda 100644 (file)
@@ -136,7 +136,7 @@ static inline boolean el_can_fall(const int 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())
+  if (el_can_fall(element) && !use_bd_falling_sounds())
     return;
 
   // stone and diamond fall sounds.
@@ -3633,7 +3633,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
   {
     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.