// (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)