/// ResetAmb_Monsters()
snd[0] = sndMAlphaIntro;
snd[1] = sndMAlphaHit;
snd[2] = sndMAlphaSP;
snd[3] = sndMAlphaDodge;
snd[4] = sndMAlphaDeath;
snd[5] = sndMGammaIntro;
snd[6] = sndMGammaHit;
snd[7] = sndMGammaSP;
snd[8] = sndMGammaSP2;
snd[9] = sndMGammaDodge;
snd[10] = sndMGammaDeath;
snd[11] = sndMGammaElec;
snd[12] = sndMAlphaExpl;
snd[13] = sndMGammaExpl;
i = 0;
repeat (14) {
    SetSoundAmb(snd[i], 0);
    i += 1;
}
