/// ResetAmb_Weapons() snd[0] = sndFireBeam; snd[1] = sndFireBeamC; snd[2] = sndFireBeamI; snd[3] = sndFireBeamCI; snd[4] = sndFireBeamW; snd[5] = sndFireBeamCW; snd[6] = sndFireBeamS; snd[7] = sndFireBeamCS; snd[8] = sndFireBeamSI; snd[9] = sndFireBeamCSI; snd[10] = sndFireBeamSW; snd[11] = sndFireBeamCSW; i = 0; repeat (12) { SetSoundAmb(snd[i], 0); i += 1; }