//          (sound_id,                 embed_suffix,          load_priority, category)
DEFINE_SOUND(SOUND_PLAYER_BUMP,        bump_stemaudio,        0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_CHECKPOINT,         checkpoint_stemaudio,  0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_ENEMY_DEATH,        enemy_death_stemaudio, 0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_PLAYER_MOVE,        move_stemaudio,        0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_PLAYER_MOVE_FAILED, move_fail_stemaudio,   0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_PICKUP,             pickup_stemaudio,      0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_PLAYER_DEATH,       player_death_stemaudio,0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_PUSH,               push_stemaudio,        0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_REDO,               redo_stemaudio,        0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_RESET,              reset_stemaudio,       0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_WALL_BREAK,         wall_break_stemaudio,  0,             AUDIO_CATEGORY_SOUND)
DEFINE_SOUND(SOUND_UNDO,               undo_stemaudio,        0,             AUDIO_CATEGORY_SOUND)

//            (sound_id_overriding, sound_id_overridden)
OVERRIDE_SOUND(SOUND_PUSH,          SOUND_PLAYER_MOVE)
OVERRIDE_SOUND(SOUND_PUSH,          SOUND_PLAYER_BUMP)
OVERRIDE_SOUND(SOUND_ENEMY_DEATH,   SOUND_PLAYER_BUMP)
OVERRIDE_SOUND(SOUND_WALL_BREAK,    SOUND_PLAYER_BUMP)
