/// ResetAmb_Enemies()
snd[0] = sndEDeath1;
snd[1] = sndEHit1;
snd[2] = sndEHit2;
snd[3] = sndEHit3;
snd[4] = sndEHit4;
snd[5] = sndEHit5;
snd[6] = sndEHit6;
snd[7] = sndEHit7;
snd[8] = sndAutrackFire;
snd[9] = sndFireball;
snd[10] = sndEDeath2;
snd[11] = sndDebris1;
snd[12] = sndDebris2;
snd[13] = sndDebris3;
snd[14] = sndRobotHit1;
snd[15] = sndRobotHit2;
snd[16] = sndRobotHit3;
snd[17] = sndRobotHit4;
snd[18] = sndRobotExpl;
snd[20] = sndFreezeHit;
i = 0;
repeat (21) {
    SetSoundAmb(snd[i], 0);
    i += 1;
}
