case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_element_sound(x, y, SAMPLE_exit, Xexit_1);
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
break;
default:
Cave[y-1][x+1] = Yacid_splash_eB;
if (Cave[y-1][x-1] == Xblank)
Cave[y-1][x-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
case Xboom_android:
case Xboom_1:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto stone_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto bomb_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto nut_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto spring_walk;
case Xblank:
Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y+dy-1][x+dx-1] == Xblank)
Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto balloon_walk;
case Xblank:
Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y+dy-1][x+dx-1] == Xblank)
Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto android_walk;
case Xblank:
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_element_sound(x, y, SAMPLE_exit, Xexit_1);
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
if (--lev.home == 0 && lev.time_initial > 0) /* game won */
lev.score += lev.time * lev.exit_score / 100;