halt_channel(i);
}
-void gd_sound_play_bonus_life(void)
+void gd_sound_play_bonus_life(GdCave *cave)
{
// required to set extended sound information for native sound engine
- gd_sound_play(NULL, GD_S_BONUS_LIFE, O_NONE, -1, -1);
+ gd_sound_play(cave, GD_S_BONUS_LIFE, O_NONE, -1, -1);
// now play the sound directly (on non-standard sound channel)
play_sound(gd_sound_get_channel(GD_S_BONUS_LIFE), GD_S_BONUS_LIFE);
void gd_sound_init(void);
void gd_sound_off(void);
void gd_sound_play_cave(GdCave *cave);
-void gd_sound_play_bonus_life(void);
+void gd_sound_play_bonus_life(GdCave *cave);
void gd_sound_play(GdCave *cave, GdSound sound, GdElement element, int x, int y);
#endif // BD_SOUND_H