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.