/// 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; }