int exPlaySound(tSoundFX id, int x, int y, BOOL bLoop) { int channel; if (!TheGame.pGameSounds[id] || !TheGame.bHaveAudio) return -1; channel = Mix_PlayChannel(-1, TheGame.pGameSounds[id], bLoop?-1:0); Mix_Volume(channel, MIX_MAX_VOLUME); return channel; }