renamed sound constants for native BD engine
authorHolger Schemel <info@artsoft.org>
Wed, 14 Feb 2024 18:36:05 +0000 (19:36 +0100)
committerHolger Schemel <info@artsoft.org>
Sun, 18 Feb 2024 15:16:59 +0000 (16:16 +0100)
src/game.c
src/game_bd/bd_caveengine.c
src/game_bd/bd_elements.h
src/game_bd/bd_gameplay.c
src/game_bd/bd_sound.c

index d6ff2454cff5f4fcfe07cf5c3aa4efd82d771194..1a546d98c64f8c07ba0ff30fd35972cfae42df82 100644 (file)
@@ -15540,53 +15540,53 @@ static int getSoundAction_BD(int sample)
     case GD_S_STONE:
     case GD_S_NUT:
     case GD_S_DIRT_BALL:
-    case GD_S_NITRO:
+    case GD_S_NITRO_PACK:
     case GD_S_FALLING_WALL:
       return ACTION_IMPACT;
 
-    case GD_S_NUT_CRACK:
+    case GD_S_NUT_CRACKING:
       return ACTION_BREAKING;
 
     case GD_S_EXPANDING_WALL:
-    case GD_S_WALL_REAPPEAR:
+    case GD_S_WALL_REAPPEARING:
     case GD_S_SLIME:
     case GD_S_LAVA:
-    case GD_S_ACID_SPREAD:
+    case GD_S_ACID_SPREADING:
       return ACTION_GROWING;
 
-    case GD_S_DIAMOND_COLLECT:
-    case GD_S_SKELETON_COLLECT:
-    case GD_S_PNEUMATIC_COLLECT:
-    case GD_S_BOMB_COLLECT:
-    case GD_S_CLOCK_COLLECT:
-    case GD_S_SWEET_COLLECT:
-    case GD_S_KEY_COLLECT:
-    case GD_S_DIAMOND_KEY_COLLECT:
+    case GD_S_DIAMOND_COLLECTING:
+    case GD_S_SKELETON_COLLECTING:
+    case GD_S_PNEUMATIC_COLLECTING:
+    case GD_S_BOMB_COLLECTING:
+    case GD_S_CLOCK_COLLECTING:
+    case GD_S_SWEET_COLLECTING:
+    case GD_S_KEY_COLLECTING:
+    case GD_S_DIAMOND_KEY_COLLECTING:
       return ACTION_COLLECTING;
 
-    case GD_S_BOMB_PLACE:
+    case GD_S_BOMB_PLACING:
     case GD_S_REPLICATOR:
       return ACTION_DROPPING;
 
-    case GD_S_BLADDER_MOVE:
+    case GD_S_BLADDER_MOVING:
       return ACTION_MOVING;
 
     case GD_S_BLADDER_SPENDER:
-    case GD_S_BLADDER_CONVERT:
-    case GD_S_GRAVITY_CHANGE:
+    case GD_S_BLADDER_CONVERTING:
+    case GD_S_GRAVITY_CHANGING:
       return ACTION_CHANGING;
 
-    case GD_S_BITER_EAT:
+    case GD_S_BITER_EATING:
       return ACTION_EATING;
 
-    case GD_S_DOOR_OPEN:
-    case GD_S_CRACK:
+    case GD_S_DOOR_OPENING:
+    case GD_S_CRACKING:
       return ACTION_OPENING;
 
-    case GD_S_WALK_EARTH:
+    case GD_S_DIRT_WALKING:
       return ACTION_DIGGING;
 
-    case GD_S_WALK_EMPTY:
+    case GD_S_EMPTY_WALKING:
       return ACTION_WALKING;
 
     case GD_S_SWITCH_BITER:
@@ -15598,20 +15598,20 @@ static int getSoundAction_BD(int sample)
     case GD_S_STIRRING:
       return ACTION_ACTIVATING;
 
-    case GD_S_BOX_PUSH:
+    case GD_S_BOX_PUSHING:
       return ACTION_PUSHING;
 
     case GD_S_TELEPORTER:
       return ACTION_PASSING;
 
-    case GD_S_EXPLOSION:
-    case GD_S_BOMB_EXPLOSION:
-    case GD_S_GHOST_EXPLOSION:
-    case GD_S_VOODOO_EXPLOSION:
-    case GD_S_NITRO_EXPLOSION:
+    case GD_S_EXPLODING:
+    case GD_S_BOMB_EXPLODING:
+    case GD_S_GHOST_EXPLODING:
+    case GD_S_VOODOO_EXPLODING:
+    case GD_S_NITRO_PACK_EXPLODING:
       return ACTION_EXPLODING;
 
-    case GD_S_COVER:
+    case GD_S_COVERING:
     case GD_S_AMOEBA:
     case GD_S_AMOEBA_MAGIC:
     case GD_S_MAGIC_WALL:
index 407c7b1ee9dcb3ed668432cd059281222daf7577..0327fb18e45eca0b17851a333a3b470582a1005b 100644 (file)
@@ -152,7 +152,7 @@ static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y)
 
     case O_NITRO_PACK:
     case O_NITRO_PACK_F:
-      gd_sound_play(cave, GD_S_NITRO, element, x, y);
+      gd_sound_play(cave, GD_S_NITRO_PACK, element, x, y);
       break;
 
     case O_FALLING_WALL:
@@ -181,7 +181,7 @@ static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y)
       break;
 
     case O_PRE_CLOCK_1:
-      gd_sound_play(cave, GD_S_BLADDER_CONVERT, element, x, y);
+      gd_sound_play(cave, GD_S_BLADDER_CONVERTING, element, x, y);
       break;
 
     case O_SLIME:
@@ -193,18 +193,18 @@ static void play_sound_of_element(GdCave *cave, GdElement element, int x, int y)
       break;
 
     case O_ACID:
-      gd_sound_play(cave, GD_S_ACID_SPREAD, element, x, y);
+      gd_sound_play(cave, GD_S_ACID_SPREADING, element, x, y);
       break;
 
     case O_BLADDER:
-      gd_sound_play(cave, GD_S_BLADDER_MOVE, element, x, y);
+      gd_sound_play(cave, GD_S_BLADDER_MOVING, element, x, y);
       break;
 
     case O_BITER_1:
     case O_BITER_2:
     case O_BITER_3:
     case O_BITER_4:
-      gd_sound_play(cave, GD_S_BITER_EAT, element, x, y);
+      gd_sound_play(cave, GD_S_BITER_EATING, element, x, y);
       break;
 
     case O_DIRT_BALL:
@@ -488,7 +488,7 @@ static void creature_explode(GdCave *cave, int x, int y, GdElement explode_to)
 
   /* the processing of an explosion took pretty much time: processing 3x3 = 9 elements */
   cave->ckdelay += 1200;
-  gd_sound_play(cave, GD_S_EXPLOSION, get(cave, x, y), x, y);
+  gd_sound_play(cave, GD_S_EXPLODING, get(cave, x, y), x, y);
 
   for (yy = y - 1; yy <= y + 1; yy++)
     for (xx = x - 1; xx <= x + 1; xx++)
@@ -501,7 +501,7 @@ static void nitro_explode(GdCave *cave, int x, int y)
 
   /* the processing of an explosion took pretty much time: processing 3x3 = 9 elements */
   cave->ckdelay += 1200;
-  gd_sound_play(cave, GD_S_NITRO_EXPLOSION, get(cave, x, y), x, y);
+  gd_sound_play(cave, GD_S_NITRO_PACK_EXPLODING, get(cave, x, y), x, y);
 
   for (yy = y - 1; yy <= y + 1; yy++)
     for (xx = x - 1; xx <= x + 1; xx++)
@@ -520,7 +520,7 @@ static void voodoo_explode(GdCave *cave, int x, int y)
   /* the processing of an explosion took pretty much time: processing 3x3 = 9 elements */
   cave->ckdelay += 1000;
 
-  gd_sound_play(cave, GD_S_VOODOO_EXPLOSION, get(cave, x, y), x, y);
+  gd_sound_play(cave, GD_S_VOODOO_EXPLODING, get(cave, x, y), x, y);
   if (cave->voodoo_any_hurt_kills_player)
     cave->voodoo_touched = TRUE;
 
@@ -555,7 +555,7 @@ static void explode_try_skip_voodoo(GdCave *cave, const int x, const int y, cons
 /* X shaped ghost explosion; does not touch voodoo! */
 static void ghost_explode(GdCave *cave, const int x, const int y)
 {
-  gd_sound_play(cave, GD_S_GHOST_EXPLOSION, get(cave, x, y), x, y);
+  gd_sound_play(cave, GD_S_GHOST_EXPLODING, get(cave, x, y), x, y);
 
   /* the processing of an explosion took pretty much time: processing 5 elements */
   cave->ckdelay += 650;
@@ -570,7 +570,7 @@ static void ghost_explode(GdCave *cave, const int x, const int y)
 /* +shaped bomb explosion; does not touch voodoo! */
 static void bomb_explode(GdCave *cave, const int x, const int y)
 {
-  gd_sound_play(cave, GD_S_BOMB_EXPLOSION, get(cave, x, y), x, y);
+  gd_sound_play(cave, GD_S_BOMB_EXPLODING, get(cave, x, y), x, y);
 
   /* the processing of an explosion took pretty much time: processing 5 elements */
   cave->ckdelay += 650;
@@ -693,43 +693,43 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x
   {
     case O_DIAMOND_KEY:
       cave->diamond_key_collected = TRUE;
-      gd_sound_play(cave, GD_S_DIAMOND_KEY_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_DIAMOND_KEY_COLLECTING, object, x, y);
       return O_SPACE;
 
     /* KEYS AND DOORS */
     case O_KEY_1:
-      gd_sound_play(cave, GD_S_KEY_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y);
       cave->key1++;
       return O_SPACE;
 
     case O_KEY_2:
-      gd_sound_play(cave, GD_S_KEY_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y);
       cave->key2++;
       return O_SPACE;
 
     case O_KEY_3:
-      gd_sound_play(cave, GD_S_KEY_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_KEY_COLLECTING, object, x, y);
       cave->key3++;
       return O_SPACE;
 
     case O_DOOR_1:
       if (cave->key1 == 0)
        return object;
-      gd_sound_play(cave, GD_S_DOOR_OPEN, object, x, y);
+      gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y);
       cave->key1--;
       return O_SPACE;
 
     case O_DOOR_2:
       if (cave->key2 == 0)
        return object;
-      gd_sound_play(cave, GD_S_DOOR_OPEN, object, x, y);
+      gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y);
       cave->key2--;
       return O_SPACE;
 
     case O_DOOR_3:
       if (cave->key3 == 0)
        return object;
-      gd_sound_play(cave, GD_S_DOOR_OPEN, object, x, y);
+      gd_sound_play(cave, GD_S_DOOR_OPENING, object, x, y);
       cave->key3--;
       return O_SPACE;
 
@@ -777,22 +777,22 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x
     case O_DIRT_SLOPED_DOWN_RIGHT:
     case O_DIRT_BALL:
     case O_DIRT_LOOSE:
-      gd_sound_play(cave, GD_S_WALK_EARTH, object, x, y);
+      gd_sound_play(cave, GD_S_DIRT_WALKING, object, x, y);
       return O_SPACE;
 
     case O_SWEET:
-      gd_sound_play(cave, GD_S_SWEET_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_SWEET_COLLECTING, object, x, y);
       cave->sweet_eaten = TRUE;
       return O_SPACE;
 
     case O_PNEUMATIC_HAMMER:
-      gd_sound_play(cave, GD_S_PNEUMATIC_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_PNEUMATIC_COLLECTING, object, x, y);
       cave->got_pneumatic_hammer = TRUE;
       return O_SPACE;
 
     case O_CLOCK:
       /* bonus time */
-      gd_sound_play(cave, GD_S_CLOCK_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_CLOCK_COLLECTING, object, x, y);
       cave->time += cave->time_bonus * cave->timing_factor;
       if (cave->time > cave->max_time * cave->timing_factor)
        cave->time -= cave->max_time * cave->timing_factor;
@@ -803,7 +803,7 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x
     case O_FLYING_DIAMOND:
       // prevent diamond sounds for O_SKELETON (see below)
       if (x != -1 && y != -1)
-       gd_sound_play(cave, GD_S_DIAMOND_COLLECT, object, x, y);
+       gd_sound_play(cave, GD_S_DIAMOND_COLLECTING, object, x, y);
 
       cave->score += cave->diamond_value;
       cave->diamonds_collected++;
@@ -816,8 +816,8 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x
        cave->diamond_value = cave->extra_diamond_value;
 
        cave->gate_open_flash = 1;
-       cave->sound3 = GD_S_CRACK;
-       gd_sound_play(cave, GD_S_CRACK, O_OUTBOX, x, y);
+       cave->sound3 = GD_S_CRACKING;
+       gd_sound_play(cave, GD_S_CRACKING, O_OUTBOX, x, y);
       }
       return O_SPACE;
 
@@ -829,7 +829,7 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x
        player_get_element(cave, O_DIAMOND, -1, -1);
 
       /* _after_ calling get_element for the fake diamonds, so we overwrite its sounds */
-      gd_sound_play(cave, GD_S_SKELETON_COLLECT, object, x, y);
+      gd_sound_play(cave, GD_S_SKELETON_COLLECTING, object, x, y);
       return O_SPACE;
 
     case O_OUTBOX:
@@ -839,7 +839,7 @@ static GdElement player_get_element (GdCave* cave, const GdElement object, int x
 
     case O_SPACE:
     case O_LAVA:    /* player goes into lava, as if it was space */
-      gd_sound_play(cave, GD_S_WALK_EMPTY, object, x, y);
+      gd_sound_play(cave, GD_S_EMPTY_WALKING, object, x, y);
       return O_SPACE;
 
     default:
@@ -1066,7 +1066,7 @@ static boolean do_push(GdCave *cave, int x, int y, GdDirection player_move, bool
              /* yes, so push. */
              store_dir(cave, x, y, player_move + GD_MV_TWICE, O_BOX);
              result = TRUE;
-             gd_sound_play(cave, GD_S_BOX_PUSH, what, x, y);
+             gd_sound_play(cave, GD_S_BOX_PUSHING, what, x, y);
            }
            break;
 
@@ -1202,7 +1202,7 @@ static boolean do_fall_try_crack_nut(GdCave *cave, int x, int y,
     store(cave, x, y, bouncing);
     store_dir(cave, x, y, fall_dir, cave->nut_turns_to_when_crushed);
 
-    gd_sound_play(cave, GD_S_NUT_CRACK, O_NUT, x, y);
+    gd_sound_play(cave, GD_S_NUT_CRACKING, O_NUT, x, y);
 
     return TRUE;
   }
@@ -1480,7 +1480,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
          if (cave->hammered_reappear[y][x] == 0)
          {
            store(cave, x, y, O_BRICK);
-           gd_sound_play(cave, GD_S_WALL_REAPPEAR, O_BRICK, x, y);
+           gd_sound_play(cave, GD_S_WALL_REAPPEARING, O_BRICK, x, y);
          }
        }
       }
@@ -1594,7 +1594,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
                  /* if its a bomb, remember he now has one. */
                  /* we do not change the "remains" and "what" variables,
                     so that part of the code will be ineffective */
-                 gd_sound_play(cave, GD_S_BOMB_COLLECT, what, x, y);
+                 gd_sound_play(cave, GD_S_BOMB_COLLECTING, what, x, y);
                  store_dir(cave, x, y, player_move, O_SPACE);
 
                  if (player_fire)
@@ -1689,7 +1689,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
 
                /* placed bomb, he is normal player again */
                store(cave, x, y, O_PLAYER);
-               gd_sound_play(cave, GD_S_BOMB_PLACE, O_BOMB, x, y);
+               gd_sound_play(cave, GD_S_BOMB_PLACING, O_BOMB, x, y);
              }
              break;
            }
@@ -3386,7 +3386,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
     if (cave->gravity_will_change == 0)
     {
       cave->gravity = cave->gravity_next_direction;
-      gd_sound_play(cave, GD_S_GRAVITY_CHANGE, O_GRAVITY_SWITCH, -1, -1);    /* takes precedence over amoeba and magic wall sound */
+      gd_sound_play(cave, GD_S_GRAVITY_CHANGING, O_GRAVITY_SWITCH, -1, -1);    /* takes precedence over amoeba and magic wall sound */
     }
   }
 
@@ -3495,7 +3495,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
        cave->creatures_backwards = !cave->creatures_backwards;
     }
 
-    gd_sound_play(cave, GD_S_CRACK, O_INBOX, -1, -1);
+    gd_sound_play(cave, GD_S_CRACKING, O_INBOX, -1, -1);
   }
 
   /* for biters */
index bf4bd5a84089f73b75a12bcd3cd335ba682c46bf..3355a7809ec48f3e35c01a65939f218c8c063885 100644 (file)
@@ -319,12 +319,12 @@ typedef enum _sound
 
   GD_S_STONE,
   GD_S_NUT,
-  GD_S_NUT_CRACK,
+  GD_S_NUT_CRACKING,
   GD_S_DIRT_BALL,
-  GD_S_NITRO,
+  GD_S_NITRO_PACK,
   GD_S_FALLING_WALL,
   GD_S_EXPANDING_WALL,
-  GD_S_WALL_REAPPEAR,
+  GD_S_WALL_REAPPEARING,
   GD_S_DIAMOND_RANDOM,    /* randomly select a diamond sound */
   GD_S_DIAMOND_1,
   GD_S_DIAMOND_2,
@@ -334,28 +334,28 @@ typedef enum _sound
   GD_S_DIAMOND_6,
   GD_S_DIAMOND_7,
   GD_S_DIAMOND_8,
-  GD_S_DIAMOND_COLLECT,
-  GD_S_SKELETON_COLLECT,
-  GD_S_PNEUMATIC_COLLECT,
-  GD_S_BOMB_COLLECT,
-  GD_S_CLOCK_COLLECT,
-  GD_S_SWEET_COLLECT,
-  GD_S_KEY_COLLECT,
-  GD_S_DIAMOND_KEY_COLLECT,
+  GD_S_DIAMOND_COLLECTING,
+  GD_S_SKELETON_COLLECTING,
+  GD_S_PNEUMATIC_COLLECTING,
+  GD_S_BOMB_COLLECTING,
+  GD_S_CLOCK_COLLECTING,
+  GD_S_SWEET_COLLECTING,
+  GD_S_KEY_COLLECTING,
+  GD_S_DIAMOND_KEY_COLLECTING,
   GD_S_SLIME,
   GD_S_LAVA,
   GD_S_REPLICATOR,
-  GD_S_ACID_SPREAD,
-  GD_S_BLADDER_MOVE,
-  GD_S_BLADDER_CONVERT,
+  GD_S_ACID_SPREADING,
+  GD_S_BLADDER_MOVING,
+  GD_S_BLADDER_CONVERTING,
   GD_S_BLADDER_SPENDER,
-  GD_S_BITER_EAT,
+  GD_S_BITER_EATING,
 
-  GD_S_DOOR_OPEN,
-  GD_S_WALK_EARTH,
-  GD_S_WALK_EMPTY,
+  GD_S_DOOR_OPENING,
+  GD_S_DIRT_WALKING,
+  GD_S_EMPTY_WALKING,
   GD_S_STIRRING,
-  GD_S_BOX_PUSH,
+  GD_S_BOX_PUSHING,
   GD_S_TELEPORTER,
   GD_S_TIMEOUT_10,
   GD_S_TIMEOUT_9,
@@ -368,13 +368,13 @@ typedef enum _sound
   GD_S_TIMEOUT_2,
   GD_S_TIMEOUT_1,
   GD_S_TIMEOUT_0,
-  GD_S_EXPLOSION,
-  GD_S_BOMB_EXPLOSION,
-  GD_S_GHOST_EXPLOSION,
-  GD_S_VOODOO_EXPLOSION,
-  GD_S_NITRO_EXPLOSION,
-  GD_S_BOMB_PLACE,
-  GD_S_FINISHED,
+  GD_S_EXPLODING,
+  GD_S_BOMB_EXPLODING,
+  GD_S_GHOST_EXPLODING,
+  GD_S_VOODOO_EXPLODING,
+  GD_S_NITRO_PACK_EXPLODING,
+  GD_S_BOMB_PLACING,
+  GD_S_FINISHED,               /* loop */
   GD_S_SWITCH_BITER,
   GD_S_SWITCH_CREATURES,
   GD_S_SWITCH_GRAVITY,
@@ -385,12 +385,12 @@ typedef enum _sound
   GD_S_AMOEBA,                 /* loop */
   GD_S_AMOEBA_MAGIC,           /* loop */
   GD_S_MAGIC_WALL,             /* loop */
-  GD_S_COVER,                  /* loop */
+  GD_S_COVERING,               /* loop */
   GD_S_PNEUMATIC_HAMMER,       /* loop */
   GD_S_WATER,                  /* loop */
 
-  GD_S_CRACK,
-  GD_S_GRAVITY_CHANGE,
+  GD_S_CRACKING,
+  GD_S_GRAVITY_CHANGING,
   GD_S_BONUS_LIFE,
 
   GD_S_MAX,
index 8145cce6c2c2271c557943facc33ceb0acac73a3..e367d9fb34e55d8b1bc735c3bdad58ef0e7f40e0 100644 (file)
@@ -396,7 +396,7 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean
     /* uncover animation */
 
     /* to play cover sound */
-    gd_sound_play(game->cave, GD_S_COVER, O_COVERED, -1, -1);
+    gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
     gd_sound_play_cave(game->cave);
 
     counter_next = game->state_counter;
@@ -567,7 +567,7 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean
     /* starting to cover. start cover sound. */
 
     gd_cave_clear_sounds(game->cave);
-    gd_sound_play(game->cave, GD_S_COVER, O_COVERED, -1, -1);
+    gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
 
     /* to play cover sound */
     gd_sound_play_cave(game->cave);
@@ -579,7 +579,7 @@ static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean
           game->state_counter < GAME_INT_COVER_ALL)
   {
     /* covering. */
-    gd_sound_play(game->cave, GD_S_COVER, O_COVERED, -1, -1);
+    gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
 
     counter_next = game->state_counter;
 
index e43af91fd75220eef348b974a62cdf079221bede..e4f0281fb7634552e257917a4dd46382498ad347 100644 (file)
@@ -73,92 +73,96 @@ typedef struct _sound_property
 
 static SoundProperty sound_flags[] =
 {
-  { 0, GD_S_NONE,              0, 0    },
+  { 0, GD_S_NONE,                      0, 0    },
 
   /* channel 1 sounds. */
   /* CHANNEL 1 SOUNDS ARE ALWAYS RESTARTED, so no need for GD_SP_FORCE flag. */
-  { GD_S_STONE,                        1, 10   },
-  { GD_S_NUT,                  1, 8    }, /* nut falling is relatively silent, so low precedence. */
-  { GD_S_NUT_CRACK,            1, 12   }, /* higher precedence than a stone bouncing. */
-  { GD_S_DIRT_BALL,            1, 8    }, /* sligthly lower precedence, as stones and diamonds should be "louder" */
-  { GD_S_NITRO,                        1, 10   },
-  { GD_S_FALLING_WALL,         1, 10   },
-  { GD_S_EXPANDING_WALL,       1, 10   },
-  { GD_S_WALL_REAPPEAR,                1, 9    },
-  { GD_S_DIAMOND_RANDOM,       1, 10   },
-  { GD_S_DIAMOND_1,            1, 10   },
-  { GD_S_DIAMOND_2,            1, 10   },
-  { GD_S_DIAMOND_3,            1, 10   },
-  { GD_S_DIAMOND_4,            1, 10   },
-  { GD_S_DIAMOND_5,            1, 10   },
-  { GD_S_DIAMOND_6,            1, 10   },
-  { GD_S_DIAMOND_7,            1, 10   },
-  { GD_S_DIAMOND_8,            1, 10   },
-  { GD_S_DIAMOND_COLLECT,      1, 100  }, /* diamond collect sound has precedence over everything. */
+  { GD_S_STONE,                                1, 10   },
+  /* nut falling is relatively silent, so low precedence. */
+  { GD_S_NUT,                          1, 8    },
+  /* higher precedence than a stone bouncing. */
+  { GD_S_NUT_CRACKING,                 1, 12   },
+  /* sligthly lower precedence, as stones and diamonds should be "louder" */
+  { GD_S_DIRT_BALL,                    1, 8    },
+  { GD_S_NITRO_PACK,                   1, 10   },
+  { GD_S_FALLING_WALL,                 1, 10   },
+  { GD_S_EXPANDING_WALL,               1, 10   },
+  { GD_S_WALL_REAPPEARING,             1, 9    },
+  { GD_S_DIAMOND_RANDOM,               1, 10   },
+  { GD_S_DIAMOND_1,                    1, 10   },
+  { GD_S_DIAMOND_2,                    1, 10   },
+  { GD_S_DIAMOND_3,                    1, 10   },
+  { GD_S_DIAMOND_4,                    1, 10   },
+  { GD_S_DIAMOND_5,                    1, 10   },
+  { GD_S_DIAMOND_6,                    1, 10   },
+  { GD_S_DIAMOND_7,                    1, 10   },
+  { GD_S_DIAMOND_8,                    1, 10   },
+  /* diamond collect sound has precedence over everything. */
+  { GD_S_DIAMOND_COLLECTING,           1, 100  },
 
   /* collect sounds have higher precedence than falling sounds and the like. */
-  { GD_S_SKELETON_COLLECT,     1, 100  },
-  { GD_S_PNEUMATIC_COLLECT,    1, 50   },
-  { GD_S_BOMB_COLLECT,         1, 50   },
-  { GD_S_CLOCK_COLLECT,                1, 50   },
-  { GD_S_SWEET_COLLECT,                1, 50   },
-  { GD_S_KEY_COLLECT,          1, 50   },
-  { GD_S_DIAMOND_KEY_COLLECT,  1, 50   },
-  { GD_S_SLIME,                        1, 5    }, /* slime has lower precedence than diamond and stone falling sounds. */
-  { GD_S_LAVA,                 1, 5    }, /* lava has low precedence, too. */
-  { GD_S_REPLICATOR,           1, 5    },
-  { GD_S_ACID_SPREAD,          1, 3    }, /* same for acid, even lower. */
-  { GD_S_BLADDER_MOVE,         1, 5    }, /* same for bladder. */
-  { GD_S_BLADDER_CONVERT,      1, 8    },
-  { GD_S_BLADDER_SPENDER,      1, 8    },
-  { GD_S_BITER_EAT,            1, 3    }, /* very low precedence. biters tend to produce too much sound. */
+  { GD_S_SKELETON_COLLECTING,          1, 100  },
+  { GD_S_PNEUMATIC_COLLECTING,         1, 50   },
+  { GD_S_BOMB_COLLECTING,              1, 50   },
+  { GD_S_CLOCK_COLLECTING,             1, 50   },
+  { GD_S_SWEET_COLLECTING,             1, 50   },
+  { GD_S_KEY_COLLECTING,               1, 50   },
+  { GD_S_DIAMOND_KEY_COLLECTING,       1, 50   },
+  { GD_S_SLIME,                                1, 5    }, /* slime has lower precedence than diamond and stone falling sounds. */
+  { GD_S_LAVA,                         1, 5    }, /* lava has low precedence, too. */
+  { GD_S_REPLICATOR,                   1, 5    },
+  { GD_S_ACID_SPREADING,               1, 3    }, /* same for acid, even lower. */
+  { GD_S_BLADDER_MOVING,               1, 5    }, /* same for bladder. */
+  { GD_S_BLADDER_CONVERTING,           1, 8    },
+  { GD_S_BLADDER_SPENDER,              1, 8    },
+  { GD_S_BITER_EATING,                 1, 3    }, /* very low precedence. biters tend to produce too much sound. */
 
   /* channel2 sounds. */
-  { GD_S_DOOR_OPEN,            2, 10   },
-  { GD_S_WALK_EARTH,           2, 10   },
-  { GD_S_WALK_EMPTY,           2, 10   },
-  { GD_S_STIRRING,             2, 10   },
-  { GD_S_BOX_PUSH,             2, 10   },
-  { GD_S_TELEPORTER,           2, 10   },
-  { GD_S_TIMEOUT_10,           2, 20   }, /* timeout sounds have increasing precedence so they are always started */
-  { GD_S_TIMEOUT_9,            2, 21   }, /* timeout sounds are examples which do not need "force restart" flag. */
-  { GD_S_TIMEOUT_8,            2, 22   },
-  { GD_S_TIMEOUT_7,            2, 23   },
-  { GD_S_TIMEOUT_6,            2, 24   },
-  { GD_S_TIMEOUT_5,            2, 25   },
-  { GD_S_TIMEOUT_4,            2, 26   },
-  { GD_S_TIMEOUT_3,            2, 27   },
-  { GD_S_TIMEOUT_2,            2, 28   },
-  { GD_S_TIMEOUT_1,            2, 29   },
-  { GD_S_TIMEOUT_0,            2, 150, GD_SP_FORCE     },
-  { GD_S_EXPLOSION,            2, 100, GD_SP_FORCE     },
-  { GD_S_BOMB_EXPLOSION,       2, 100, GD_SP_FORCE     },
-  { GD_S_GHOST_EXPLOSION,      2, 100, GD_SP_FORCE     },
-  { GD_S_VOODOO_EXPLOSION,     2, 100, GD_SP_FORCE     },
-  { GD_S_NITRO_EXPLOSION,      2, 100, GD_SP_FORCE     },
-  { GD_S_BOMB_PLACE,           2, 10   },
-  { GD_S_FINISHED,             2, 15,  GD_SP_FORCE | GD_SP_LOOPED      }, /* precedence larger than normal, but smaller than timeout sounds */
-  { GD_S_SWITCH_BITER,         2, 10   },
-  { GD_S_SWITCH_CREATURES,     2, 10   },
-  { GD_S_SWITCH_GRAVITY,       2, 10   },
-  { GD_S_SWITCH_EXPANDING,     2, 10   },
-  { GD_S_SWITCH_CONVEYOR,      2, 10   },
-  { GD_S_SWITCH_REPLICATOR,    2, 10   },
+  { GD_S_DOOR_OPENING,                 2, 10   },
+  { GD_S_DIRT_WALKING,                 2, 10   },
+  { GD_S_EMPTY_WALKING,                        2, 10   },
+  { GD_S_STIRRING,                     2, 10   },
+  { GD_S_BOX_PUSHING,                  2, 10   },
+  { GD_S_TELEPORTER,                   2, 10   },
+  { GD_S_TIMEOUT_10,                   2, 20   }, /* timeout sounds have increasing precedence so they are always started */
+  { GD_S_TIMEOUT_9,                    2, 21   }, /* timeout sounds are examples which do not need "force restart" flag. */
+  { GD_S_TIMEOUT_8,                    2, 22   },
+  { GD_S_TIMEOUT_7,                    2, 23   },
+  { GD_S_TIMEOUT_6,                    2, 24   },
+  { GD_S_TIMEOUT_5,                    2, 25   },
+  { GD_S_TIMEOUT_4,                    2, 26   },
+  { GD_S_TIMEOUT_3,                    2, 27   },
+  { GD_S_TIMEOUT_2,                    2, 28   },
+  { GD_S_TIMEOUT_1,                    2, 29   },
+  { GD_S_TIMEOUT_0,                    2, 150, GD_SP_FORCE     },
+  { GD_S_EXPLODING,                    2, 100, GD_SP_FORCE     },
+  { GD_S_BOMB_EXPLODING,               2, 100, GD_SP_FORCE     },
+  { GD_S_GHOST_EXPLODING,              2, 100, GD_SP_FORCE     },
+  { GD_S_VOODOO_EXPLODING,             2, 100, GD_SP_FORCE     },
+  { GD_S_NITRO_PACK_EXPLODING,         2, 100, GD_SP_FORCE     },
+  { GD_S_BOMB_PLACING,                 2, 10   },
+  { GD_S_FINISHED,                     2, 15,  GD_SP_FORCE | GD_SP_LOOPED      }, /* precedence larger than normal, but smaller than timeout sounds */
+  { GD_S_SWITCH_BITER,                 2, 10   },
+  { GD_S_SWITCH_CREATURES,             2, 10   },
+  { GD_S_SWITCH_GRAVITY,               2, 10   },
+  { GD_S_SWITCH_EXPANDING,             2, 10   },
+  { GD_S_SWITCH_CONVEYOR,              2, 10   },
+  { GD_S_SWITCH_REPLICATOR,            2, 10   },
 
   /* channel 3 sounds. */
-  { GD_S_AMOEBA,               3, 30,  GD_SP_LOOPED    },
-  { GD_S_AMOEBA_MAGIC,         3, 40,  GD_SP_LOOPED    },
-  { GD_S_MAGIC_WALL,           3, 35,  GD_SP_LOOPED    },
-  { GD_S_COVER,                        3, 100, GD_SP_LOOPED    },
-  { GD_S_PNEUMATIC_HAMMER,     3, 50,  GD_SP_LOOPED    },
-  { GD_S_WATER,                        3, 20,  GD_SP_LOOPED    },
-  { GD_S_CRACK,                        3, 150  },
-  { GD_S_GRAVITY_CHANGE,       3, 60   },
+  { GD_S_AMOEBA,                       3, 30,  GD_SP_LOOPED    },
+  { GD_S_AMOEBA_MAGIC,                 3, 40,  GD_SP_LOOPED    },
+  { GD_S_MAGIC_WALL,                   3, 35,  GD_SP_LOOPED    },
+  { GD_S_COVERING,                     3, 100, GD_SP_LOOPED    },
+  { GD_S_PNEUMATIC_HAMMER,             3, 50,  GD_SP_LOOPED    },
+  { GD_S_WATER,                                3, 20,  GD_SP_LOOPED    },
+  { GD_S_CRACKING,                     3, 150  },
+  { GD_S_GRAVITY_CHANGING,             3, 60   },
 
   /* other sounds */
   /* the bonus life sound has nothing to do with the cave. */
   /* playing on channel 4. */
-  { GD_S_BONUS_LIFE,           4, 0    },
+  { GD_S_BONUS_LIFE,                   4, 0    },
 };
 
 struct GdSoundInfo