shithub: cstory

Download patch

ref: 13985fb349edad3eef62e8cbb3165f3e1fae265a
parent: 53c8d2e55cc1b13c58060bbb4795e8adff8c1a87
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Jul 8 14:52:32 EDT 2020

Added SoundMode enum

Controls whether a PlaySoundObject call start, stops, or loops a
sound

--- a/src/ArmsItem.cpp
+++ b/src/ArmsItem.cpp
@@ -280,7 +280,7 @@
 		if (gCampActive == FALSE)
 		{
 			// Switch to a weapon
-			PlaySoundObject(SND_SWITCH_WEAPON, 1);
+			PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
 
 			if (arms_num != 0)
 				StartTextScript(1000 + gArmsData[gSelectedArms].code);
@@ -290,7 +290,7 @@
 		else
 		{
 			// Switch to an item
-			PlaySoundObject(SND_YES_NO_CHANGE_CHOICE, 1);
+			PlaySoundObject(SND_YES_NO_CHANGE_CHOICE, SOUND_MODE_PLAY);
 
 			if (item_num != 0)
 				StartTextScript(5000 + gItemData[gSelectedItem].code);
@@ -591,7 +591,7 @@
 		gSelectedArms = 0;
 
 	gArmsEnergyX = 32;
-	PlaySoundObject(SND_SWITCH_WEAPON, 1);
+	PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
 
 	return gArmsData[gSelectedArms].code;
 }
@@ -623,7 +623,7 @@
 	}
 
 	gArmsEnergyX = 0;
-	PlaySoundObject(SND_SWITCH_WEAPON, 1);
+	PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
 
 	return gArmsData[gSelectedArms].code;
 }
@@ -632,5 +632,5 @@
 {
 	gSelectedArms = 0;
 	gArmsEnergyX = 32;
-	PlaySoundObject(SND_SWITCH_WEAPON, 1);
+	PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
 }
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -136,7 +136,7 @@
 						}
 						else
 						{
-							PlaySoundObject(gBoss[bos_].destroy_voice, 1);
+							PlaySoundObject(gBoss[bos_].destroy_voice, SOUND_MODE_PLAY);
 
 							switch (gBoss[bos_].size)
 							{
@@ -161,7 +161,7 @@
 							SetCaret(gBul[bul].x, gBul[bul].y, 11, 0);
 							SetCaret(gBul[bul].x, gBul[bul].y, 11, 0);
 							SetCaret(gBul[bul].x, gBul[bul].y, 11, 0);
-							PlaySoundObject(gBoss[bos_].hit_voice, 1);
+							PlaySoundObject(gBoss[bos_].hit_voice, SOUND_MODE_PLAY);
 						}
 
 						gBoss[bos].shock = 8;
@@ -188,7 +188,7 @@
 					if (!(gBul[bul].bbits & 0x10))
 					{
 						SetCaret(gBul[bul].x, gBul[bul].y, 2, 2);
-						PlaySoundObject(31, 1);
+						PlaySoundObject(31, SOUND_MODE_PLAY);
 						gBul[bul].cond = 0;
 						continue;
 					}
--- a/src/BossAlmo1.cpp
+++ b/src/BossAlmo1.cpp
@@ -196,7 +196,7 @@
 				ym = GetSin(deg) * 2;
 				xm = GetCos(deg) * 2;
 				SetNpChar(178, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -360,7 +360,7 @@
 			if (npc->act_wait > 400)
 			{
 				++npc->count1;
-				PlaySoundObject(115, 1);
+				PlaySoundObject(115, SOUND_MODE_PLAY);
 
 				if (npc->count1 > 3)
 				{
@@ -471,7 +471,7 @@
 				ym = GetSin(deg) * 3;
 				xm = GetCos(deg) * 3;
 				SetNpChar(218, npc->x - (40 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 400)
@@ -561,7 +561,7 @@
 		gBoss[6].act_no = 100;
 		gBoss[7].act_no = 100;
 
-		PlaySoundObject(26, 1);
+		PlaySoundObject(26, SOUND_MODE_PLAY);
 
 		for (i = 0; i < 8; ++i)
 			SetNpChar(4, gBoss[4].x + (Random(-32, 16) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, NULL, 0x100);
--- a/src/BossAlmo2.cpp
+++ b/src/BossAlmo2.cpp
@@ -147,16 +147,16 @@
 				npc->act_wait = 0;
 
 			if (npc->act_wait > 250 && npc->act_wait % 0x10 == 1)
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 			if (npc->act_wait > 250 && npc->act_wait % 0x10 == 7)
 			{
 				SetNpChar(293, npc->x, npc->y, 0, 0, 0, NULL, 0x80);
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait == 200)
-				PlaySoundObject(116, 1);
+				PlaySoundObject(116, SOUND_MODE_PLAY);
 
 			if (npc->act_wait > 200 && npc->act_wait % 2 != 0)
 				npc->ani_no = 4;
@@ -414,7 +414,7 @@
 				if (npc->act_wait > 200)
 				{
 					++npc->count1;
-					PlaySoundObject(115, 1);
+					PlaySoundObject(115, SOUND_MODE_PLAY);
 
 					if (npc->life < 200)
 					{
@@ -519,7 +519,7 @@
 						break;
 				}
 
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 				SetNpChar(285, x - (16 * 0x200), y, 0, 0, 0, NULL, 0x100);
 				SetNpChar(285, x - (16 * 0x200), y, 0, 0, 0x400, NULL, 0x100);
 			}
@@ -553,7 +553,7 @@
 			gBoss[10].bits |= NPC_INVULNERABLE;
 			gBoss[11].bits |= NPC_SHOOTABLE;
 
-			PlaySoundObject(25, 1);
+			PlaySoundObject(25, SOUND_MODE_PLAY);
 
 			SetNpChar(285, gBoss[3].x - (16 * 0x200), gBoss[3].y, 0, 0, 0, NULL, 0x100);
 			SetNpChar(285, gBoss[3].x - (16 * 0x200), gBoss[3].y, 0, 0, 0x400, NULL, 0x100);
@@ -641,7 +641,7 @@
 			++gBoss[0].act_wait;
 
 			if (gBoss[0].act_wait % 8 == 0)
-				PlaySoundObject(44, 1);
+				PlaySoundObject(44, SOUND_MODE_PLAY);
 
 			SetDestroyNpChar(gBoss[0].x + (Random(-72, 72) * 0x200), gBoss[0].y + (Random(-64, 64) * 0x200), 1, 1);
 
@@ -650,7 +650,7 @@
 				gBoss[0].act_wait = 0;
 				gBoss[0].act_no = 1001;
 				SetFlash(gBoss[0].x, gBoss[0].y, 1);
-				PlaySoundObject(35, 1);
+				PlaySoundObject(35, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -685,7 +685,7 @@
 		if (npc->act_no == 231)
 			gBoss[1].act_no = gBoss[2].act_no = gBoss[6].act_no = gBoss[7].act_no = 30;
 
-		PlaySoundObject(26, 1);
+		PlaySoundObject(26, SOUND_MODE_PLAY);
 
 		for (i = 0; i < 8; ++i)
 			SetNpChar(4, gBoss[4].x + (Random(-32, 16) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, NULL, 0x100);
--- a/src/BossBallos.cpp
+++ b/src/BossBallos.cpp
@@ -237,7 +237,7 @@
 				npc->act_no = 103;
 				npc->act_wait = 0;
 				SetQuake2(30);
-				PlaySoundObject(44, 1);
+				PlaySoundObject(44, SOUND_MODE_PLAY);
 
 				if (gMC.y > npc->y + (48 * 0x200) && gMC.x < npc->x + (24 * 0x200) && gMC.x > npc->x - (24 * 0x200))
 					DamageMyChar(16);
@@ -325,10 +325,10 @@
 					gMC.ym = -0x200;
 
 				SetQuake2(30);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetNpChar(332, npc->x - (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 0, NULL, 0x100);
 				SetNpChar(332, npc->x + (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 2, NULL, 0x100);
-				PlaySoundObject(44, 1);
+				PlaySoundObject(44, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 0x10; ++i)
 				{
@@ -363,7 +363,7 @@
 				npc->act_no = 222;
 				npc->act_wait = 0;
 				SetQuake2(30);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 0x10; ++i)
 				{
@@ -514,7 +514,7 @@
 			}
 
 			if (npc->act_wait / 3 % 2)
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 			if (npc->act_wait > 540)
 				npc->act_no = 420;
@@ -526,7 +526,7 @@
 			npc->act_wait = 0;
 			npc->ani_wait = 0;
 			SetQuake2(30);
-			PlaySoundObject(35, 1);
+			PlaySoundObject(35, SOUND_MODE_PLAY);
 			gBoss[1].act_no = 102;
 			gBoss[2].act_no = 102;
 
@@ -648,7 +648,7 @@
 			++gBoss[0].act_wait;
 
 			if (gBoss[0].act_wait % 12 == 0)
-				PlaySoundObject(44, 1);
+				PlaySoundObject(44, SOUND_MODE_PLAY);
 
 			SetDestroyNpChar(gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1);
 
@@ -657,7 +657,7 @@
 				gBoss[0].act_wait = 0;
 				gBoss[0].act_no = 1002;
 				SetFlash(gBoss[0].x, gBoss[0].y, 1);
-				PlaySoundObject(35, 1);
+				PlaySoundObject(35, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -718,7 +718,7 @@
 		if (npc->act_wait == 270 || npc->act_wait == 280 || npc->act_wait == 290)
 		{
 			SetNpChar(353, npc->x, npc->y - (52 * 0x200), 0, 0, 1, NULL, 0x100);
-			PlaySoundObject(39, 1);
+			PlaySoundObject(39, SOUND_MODE_PLAY);
 
 			for (i = 0; i < 4; ++i)
 				SetNpChar(4, npc->x, npc->y - (52 * 0x200), 0, 0, 0, NULL, 0x100);
--- a/src/BossFrog.cpp
+++ b/src/BossFrog.cpp
@@ -258,7 +258,7 @@
 				boss->act_no = BALFROG_MIDAIR;
 				boss->ani_no = BALFROG_SPRITE_JUMPING;
 				boss->ym = PIXELS_TO_UNITS(-2);
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 
 				if (boss->direct == DIR_LEFT)
 					boss->xm = PIXELS_TO_UNITS(-1);
@@ -286,7 +286,7 @@
 
 			if (boss->flag & COLL_GROUND)
 			{
-				PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
+				PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY);
 				SetQuake(30);
 				boss->act_no = BALFROG_WAIT;
 				boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
@@ -385,7 +385,7 @@
 				else
 					SetNpChar(NPC_PROJECTILE_BALFROG_SPITBALL, boss->x + TILES_TO_UNITS(2), boss->y - PIXELS_TO_UNITS(8), xm, ym, DIR_LEFT, NULL, 0x100);
 
-				PlaySoundObject(SND_ENEMY_SHOOT_PROJETILE, 1);
+				PlaySoundObject(SND_ENEMY_SHOOT_PROJETILE, SOUND_MODE_PLAY);
 
 				if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
 				{
@@ -460,7 +460,7 @@
 				boss->ym = PIXELS_TO_UNITS(-5);
 				boss->view.top = PIXELS_TO_UNITS(64);
 				boss->view.bottom = PIXELS_TO_UNITS(24);
-				PlaySoundObject(SND_SILLY_EXPLOSION, 1);
+				PlaySoundObject(SND_SILLY_EXPLOSION, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -468,7 +468,7 @@
 		case BALFROG_LEAP_MIDAIR:
 			if (boss->flag & COLL_GROUND)
 			{
-				PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
+				PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY);
 				SetQuake(60);
 				boss->act_no = BALFROG_WAIT;
 				boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
@@ -504,7 +504,7 @@
 			boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
 			boss->act_wait = 0;
 			boss->xm = 0;
-			PlaySoundObject(SND_EXPLOSION, 1);
+			PlaySoundObject(SND_EXPLOSION, SOUND_MODE_PLAY);
 
 			for (i = 0; i < 8; ++i)
 				SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
@@ -594,7 +594,7 @@
 			if (boss->y < 0)
 			{
 				boss->cond = 0;
-				PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
+				PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, SOUND_MODE_PLAY);
 				SetQuake(30);
 			}
 
--- a/src/BossIronH.cpp
+++ b/src/BossIronH.cpp
@@ -139,7 +139,7 @@
 
 				if (npc->act_wait == 300 || npc->act_wait == 310 || npc->act_wait == 320)
 				{
-					PlaySoundObject(39, 1);
+					PlaySoundObject(39, SOUND_MODE_PLAY);
 					SetNpChar(198, npc->x + (10 * 0x200), npc->y + (1 * 0x200), Random(-3, 0) * 0x200, Random(-3, 3) * 0x200, 2, NULL, 0x100);
 				}
 			}
--- a/src/BossOhm.cpp
+++ b/src/BossOhm.cpp
@@ -198,7 +198,7 @@
 			gBoss[0].y -= 1 * 0x200;
 
 			if (++gBoss[0].act_wait % 4 == 0)
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 			if (gBoss[0].act_wait == 48)
 			{
@@ -231,7 +231,7 @@
 				gBoss[0].act_no = 50;
 				gBoss[0].count1 = 0;
 				gBoss[5].hit.top = 16 * 0x200;
-				PlaySoundObject(102, 1);
+				PlaySoundObject(102, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -266,7 +266,7 @@
 				else
 					SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			if (gBoss[0].act_wait == 200 || CountArmsBullet(6))
@@ -273,7 +273,7 @@
 			{
 				gBoss[0].count1 = 0;
 				gBoss[0].act_no = 70;
-				PlaySoundObject(102, 1);
+				PlaySoundObject(102, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -292,8 +292,8 @@
 
 			if (gBoss[0].count2 == 0)
 			{
-				PlaySoundObject(102, 0);
-				PlaySoundObject(12, 1);
+				PlaySoundObject(102, SOUND_MODE_STOP);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 
 				gBoss[0].act_no = 80;
 				gBoss[0].act_wait = 0;
@@ -327,7 +327,7 @@
 			++gBoss[0].act_wait;
 
 			if (gBoss[0].act_wait % 4 == 0)
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 			if (gBoss[0].act_wait == 48)
 			{
@@ -376,7 +376,7 @@
 			if (gBoss[0].act_wait == 50 || CountArmsBullet(6))
 			{
 				gBoss[0].act_no = 130;
-				PlaySoundObject(102, 1);
+				PlaySoundObject(102, SOUND_MODE_PLAY);
 				gBoss[0].act_wait = 0;
 				gBoss[0].count1 = 0;
 			}
@@ -384,7 +384,7 @@
 			if (gBoss[0].act_wait < 30 && gBoss[0].act_wait % 5 == 0)
 			{
 				SetNpChar(48, gBoss[0].x, gBoss[0].y - (16 * 0x200), Random(-341, 341), -0x333, 0, NULL, 0x100);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -411,9 +411,9 @@
 
 				gBoss[0].ym = -0x5FF;
 
-				PlaySoundObject(102, 0);
-				PlaySoundObject(12, 1);
-				PlaySoundObject(25, 1);
+				PlaySoundObject(102, SOUND_MODE_STOP);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 
 				if (gBoss[0].x < gMC.x)
 					gBoss[0].xm = 0x100;
@@ -448,8 +448,8 @@
 				gBoss[5].hit.top = 16 * 0x200;
 				gBoss[5].damage = 0;
 
-				PlaySoundObject(26, 1);
-				PlaySoundObject(12, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 
 				SetQuake(30);
 			}
@@ -462,7 +462,7 @@
 			++gBoss[0].act_wait;
 
 			if (gBoss[0].act_wait % 12 == 0)
-				PlaySoundObject(52, 1);
+				PlaySoundObject(52, SOUND_MODE_PLAY);
 
 			SetDestroyNpChar(gBoss[0].x + (Random(-0x30, 0x30) * 0x200), gBoss[0].y + (Random(-0x30, 0x18) * 0x200), 1, 1);
 
@@ -471,7 +471,7 @@
 				gBoss[0].act_wait = 0;
 				gBoss[0].act_no = 160;
 				SetFlash(gBoss[0].x, gBoss[0].y, 1);
-				PlaySoundObject(35, 1);
+				PlaySoundObject(35, SOUND_MODE_PLAY);
 			}
 
 			break;
--- a/src/BossPress.cpp
+++ b/src/BossPress.cpp
@@ -85,7 +85,7 @@
 				npc->y = 413 * 0x200;
 				npc->ani_no = 0;
 				npc->act_no = 20;
-				PlaySoundObject(44, 1);
+				PlaySoundObject(44, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 5; ++i)
 				{
@@ -129,7 +129,7 @@
 				{
 					ChangeMapParts(i + 8, npc->count2, 0);
 					SetDestroyNpChar((i + 8) * 0x200 * 0x10, npc->count2 * 0x200 * 0x10, 0, 4);
-					PlaySoundObject(12, 1);
+					PlaySoundObject(12, SOUND_MODE_PLAY);
 				}
 			}
 
@@ -160,7 +160,7 @@
 		case 501:
 			if (++npc->act_wait % 0x10 == 0)
 			{
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 				SetDestroyNpChar(npc->x + (Random(-40, 40) * 0x200), npc->y + (Random(-60, 60) * 0x200), 1, 1);
 			}
 
@@ -189,7 +189,7 @@
 				{
 					ChangeMapParts(i + 7, 14, 0);
 					SetDestroyNpChar((i + 7) * 0x200 * 0x10, 224 * 0x200, 0, 0);
-					PlaySoundObject(12, 1);
+					PlaySoundObject(12, SOUND_MODE_PLAY);
 				}
 			}
 
--- a/src/BossTwinD.cpp
+++ b/src/BossTwinD.cpp
@@ -168,7 +168,7 @@
 
 			if (npc->count2 > 10)
 			{
-				PlaySoundObject(51, 1);
+				PlaySoundObject(51, SOUND_MODE_PLAY);
 				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
 				npc->act_no = 300;
 				npc->act_wait = 0;
@@ -193,7 +193,7 @@
 				else
 					SetNpChar(202, npc->x + (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
 
-				PlaySoundObject(33, 1);
+				PlaySoundObject(33, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 50)
@@ -242,7 +242,7 @@
 				else
 					SetNpChar(202, npc->x + (8 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
 
-				PlaySoundObject(33, 1);
+				PlaySoundObject(33, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -518,7 +518,7 @@
 				npc->act_no = 1020;
 				npc->act_wait = 0;
 				SetFlash(gBoss[0].x, gBoss[0].y, 1);
-				PlaySoundObject(35, 1);
+				PlaySoundObject(35, SOUND_MODE_PLAY);
 			}
 
 			break;
--- a/src/BossX.cpp
+++ b/src/BossX.cpp
@@ -183,10 +183,10 @@
 	}
 
 	if ((npc->act_no == 101 || npc->act_no == 201 || npc->act_no == 301 || npc->act_no == 401) && npc->act_wait % 2 == 1)
-		PlaySoundObject(112, 1);
+		PlaySoundObject(112, SOUND_MODE_PLAY);
 
 	if ((npc->act_no == 103 || npc->act_no == 203) && npc->act_wait % 4 == 1)
-		PlaySoundObject(111, 1);
+		PlaySoundObject(111, SOUND_MODE_PLAY);
 
 	if (npc->act_no >= 100 && gMC.y < npc->y + (4 * 0x200) && gMC.y > npc->y - (4 * 0x200))
 	{
@@ -262,7 +262,7 @@
 			}
 
 			SetNpChar(158, npc->x + x, npc->y + y, 0, 0, direct, NULL, 0x100);
-			PlaySoundObject(39, 1);
+			PlaySoundObject(39, SOUND_MODE_PLAY);
 			npc->act_wait = 120;
 
 			break;
@@ -404,7 +404,7 @@
 			xm = GetCos(deg) * 3;
 			SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
 
-			PlaySoundObject(39, 1);
+			PlaySoundObject(39, SOUND_MODE_PLAY);
 			npc->act_wait = 40;
 
 			break;
@@ -836,7 +836,7 @@
 			SetQuake(2);
 
 			if (++npc->act_wait % 8 == 0)
-				PlaySoundObject(52, 1);
+				PlaySoundObject(52, SOUND_MODE_PLAY);
 
 			SetDestroyNpChar(npc->x + (Random(-72, 72) * 0x200), npc->y + (Random(-64, 64) * 0x200), 1, 1);
 
@@ -845,7 +845,7 @@
 				npc->act_wait = 0;
 				npc->act_no = 1001;
 				SetFlash(npc->x, npc->y, 1);
-				PlaySoundObject(35, 1);
+				PlaySoundObject(35, SOUND_MODE_PLAY);
 			}
 
 			break;
--- a/src/BulHit.cpp
+++ b/src/BulHit.cpp
@@ -14,7 +14,7 @@
 static void Vanish(BULLET *bul)
 {
 	if (bul->code_bullet != 37 && bul->code_bullet != 38 && bul->code_bullet != 39)
-		PlaySoundObject(28, 1);
+		PlaySoundObject(28, SOUND_MODE_PLAY);
 	else
 		SetCaret(bul->x, bul->y, 2, 1);
 
@@ -38,7 +38,7 @@
 			bul->cond = 0;
 
 		SetCaret(bul->x, bul->y, 2, 0);
-		PlaySoundObject(12, 1);
+		PlaySoundObject(12, SOUND_MODE_PLAY);
 
 		for (i = 0; i < 4; ++i)
 			SetNpChar(4, x * 0x200 * 0x10, y * 0x200 * 0x10, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
--- a/src/Bullet.cpp
+++ b/src/Bullet.cpp
@@ -537,7 +537,7 @@
 	{
 		bul->cond = 0;
 		SetCaret(bul->x, bul->y, 2, 0);
-		PlaySoundObject(28, 1);
+		PlaySoundObject(28, SOUND_MODE_PLAY);
 		return;
 	}
 
@@ -601,7 +601,7 @@
 		bul->y += bul->ym;
 
 		if (bul->flag & 0xD)
-			PlaySoundObject(34, 1);
+			PlaySoundObject(34, SOUND_MODE_PLAY);
 	}
 
 	RECT rect_left1[4] = {
@@ -989,7 +989,7 @@
 					break;
 			}
 
-			PlaySoundObject(44, 1);
+			PlaySoundObject(44, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			switch (level)
@@ -1192,7 +1192,7 @@
 	{
 		bul->cond = 0;
 		SetCaret(bul->x, bul->y, 2, 0);
-		PlaySoundObject(100, 1);
+		PlaySoundObject(100, SOUND_MODE_PLAY);
 
 		if (gMC.up)
 			SetBullet(22, bul->x, bul->y, 1);
@@ -1363,7 +1363,7 @@
 		bul->bbits &= ~4;
 
 	if (bul->count1 % 5 == 1)
-		PlaySoundObject(34, 1);
+		PlaySoundObject(34, SOUND_MODE_PLAY);
 
 	if (bul->act_no == 0)
 	{
@@ -1433,7 +1433,7 @@
 		bul->bbits &= ~4;
 
 	if (bul->count1 % 7 == 1)
-		PlaySoundObject(106, 1);
+		PlaySoundObject(106, SOUND_MODE_PLAY);
 
 	if (bul->act_no == 0)
 	{
@@ -1546,7 +1546,7 @@
 
 			if (++bul->act_wait % 4 == 1)
 			{
-				PlaySoundObject(106, 1);
+				PlaySoundObject(106, SOUND_MODE_PLAY);
 
 				if (++bul->count1 % 2)
 					SetBullet(23, bul->x, bul->y, 0);
@@ -1573,7 +1573,7 @@
 
 			if (Random(-1, 1) == 0)
 			{
-				PlaySoundObject(106, 1);
+				PlaySoundObject(106, SOUND_MODE_PLAY);
 
 				if (Random(0, 1) % 2)
 					SetBullet(23, bul->x + (Random(-0x40, 0x40) * 0x200), bul->y + (Random(-0x40, 0x40) * 0x200), 0);
@@ -1913,7 +1913,7 @@
 					break;
 			}
 
-			PlaySoundObject(44, 1);
+			PlaySoundObject(44, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			switch (level)
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -353,7 +353,7 @@
 		{
 			if (gKeyTrg & gKeyOk)
 			{
-				PlaySoundObject(18, 1);
+				PlaySoundObject(18, SOUND_MODE_PLAY);
 				break;
 			}
 		}
@@ -373,7 +373,7 @@
 		// Move cursor
 		if (gKeyTrg & (gKeyUp | gKeyDown))
 		{
-			PlaySoundObject(1, 1);
+			PlaySoundObject(1, SOUND_MODE_PLAY);
 
 			if (bContinue)
 				bContinue = FALSE;
@@ -691,7 +691,7 @@
 		return FALSE;
 	}
 
-	PlaySoundObject(7, -1);
+	PlaySoundObject(7, SOUND_MODE_PLAY_LOOP);
 
 	char path[MAX_PATH];
 	sprintf(path, "%s\\npc.tbl", gDataPath);
@@ -718,7 +718,7 @@
 			mode = ModeAction(hWnd);
 	}
 
-	PlaySoundObject(7, 0);
+	PlaySoundObject(7, SOUND_MODE_STOP);
 
 	EndMapData();
 	EndTextScript();
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -416,7 +416,7 @@
 		SleepNoise();
 	}
 
-	PlaySoundObject(7, 0);
+	PlaySoundObject(7, SOUND_MODE_STOP);
 }
 
 void ActiveWindow(void)
@@ -429,7 +429,7 @@
 		ResetNoise();
 	}
 
-	PlaySoundObject(7, -1);
+	PlaySoundObject(7, SOUND_MODE_PLAY_LOOP);
 }
 
 // Turns out you could drag-and-drop a save file onto the
--- a/src/MyChar.cpp
+++ b/src/MyChar.cpp
@@ -91,7 +91,7 @@
 				gMC.ani_wait = 0;
 
 				if (++gMC.ani_no == 7 || gMC.ani_no == 9)
-					PlaySoundObject(24, 1);
+					PlaySoundObject(24, SOUND_MODE_PLAY);
 			}
 
 			if (gMC.ani_no > 9 || gMC.ani_no < 6)
@@ -106,7 +106,7 @@
 				gMC.ani_wait = 0;
 
 				if (++gMC.ani_no == 2 || gMC.ani_no == 4)
-					PlaySoundObject(24, 1);
+					PlaySoundObject(24, SOUND_MODE_PLAY);
 			}
 
 			if (gMC.ani_no > 4 || gMC.ani_no < 1)
@@ -115,7 +115,7 @@
 		else if (gKey & gKeyUp && bKey)
 		{
 			if (gMC.cond & 4)
-				PlaySoundObject(24, 1);
+				PlaySoundObject(24, SOUND_MODE_PLAY);
 
 			gMC.cond &= ~4;
 			gMC.ani_no = 5;
@@ -123,7 +123,7 @@
 		else
 		{
 			if (gMC.cond & 4)
-				PlaySoundObject(24, 1);
+				PlaySoundObject(24, SOUND_MODE_PLAY);
 
 			gMC.cond &= ~4;
 			gMC.ani_no = 0;
@@ -452,7 +452,7 @@
 			else
 			{
 				gMC.ym = -jump;
-				PlaySoundObject(15, 1);
+				PlaySoundObject(15, SOUND_MODE_PLAY);
 			}
 		}
 	}
@@ -498,7 +498,7 @@
 				if (gMC.direct == 2)
 					SetCaret(gMC.x - (2 * 0x200), gMC.y + (2 * 0x200), 7, 0);
 
-				PlaySoundObject(113, 1);
+				PlaySoundObject(113, SOUND_MODE_PLAY);
 			}
 		}
 		else if (gMC.boost_sw == 2)
@@ -510,7 +510,7 @@
 			if (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1)
 			{
 				SetCaret(gMC.x, gMC.y + (6 * 0x200), 7, 3);
-				PlaySoundObject(113, 1);
+				PlaySoundObject(113, SOUND_MODE_PLAY);
 			}
 		}
 		else if (gMC.boost_sw == 3 && (gKeyTrg & gKeyJump || gMC.boost_cnt % 3 == 1))
@@ -517,7 +517,7 @@
 		{
 			// Boost particles (and sound)
 			SetCaret(gMC.x, gMC.y - (6 * 0x200), 7, 1);
-			PlaySoundObject(113, 1);
+			PlaySoundObject(113, SOUND_MODE_PLAY);
 		}
 	}
 	// Upwards wind/current
@@ -534,7 +534,7 @@
 		if (gMC.boost_cnt % 3 == 0)
 		{
 			SetCaret(gMC.x, gMC.y + (gMC.hit.bottom / 2), 7, 3);
-			PlaySoundObject(113, 1);
+			PlaySoundObject(113, SOUND_MODE_PLAY);
 		}
 
 		// Bounce off of ceiling
@@ -616,7 +616,7 @@
 				SetNpChar(73, x, gMC.y, gMC.xm + Random(-0x200, 0x200), Random(-0x200, 0x80) - (gMC.ym / 2), dir, NULL, 0);
 			}
 
-			PlaySoundObject(56, 1);
+			PlaySoundObject(56, SOUND_MODE_PLAY);
 		}
 		else
 		{
@@ -628,7 +628,7 @@
 					SetNpChar(73, x, gMC.y, gMC.xm + Random(-0x200, 0x200), Random(-0x200, 0x80), dir, NULL, 0);
 				}
 
-				PlaySoundObject(56, 1);
+				PlaySoundObject(56, SOUND_MODE_PLAY);
 			}
 		}
 
@@ -1000,12 +1000,12 @@
 		case 1:
 			ChangeSoundFrequency(40, noise_freq);
 			ChangeSoundFrequency(41, noise_freq + 100);
-			PlaySoundObject(40, -1);
-			PlaySoundObject(41, -1);
+			PlaySoundObject(40, SOUND_MODE_PLAY_LOOP);
+			PlaySoundObject(41, SOUND_MODE_PLAY_LOOP);
 			break;
 
 		case 2:
-			PlaySoundObject(58, -1);
+			PlaySoundObject(58, SOUND_MODE_PLAY_LOOP);
 			break;
 	}
 }
@@ -1013,9 +1013,9 @@
 void CutNoise(void)
 {
 	noise_no = 0;
-	PlaySoundObject(40, 0);
-	PlaySoundObject(41, 0);
-	PlaySoundObject(58, 0);
+	PlaySoundObject(40, SOUND_MODE_STOP);
+	PlaySoundObject(41, SOUND_MODE_STOP);
+	PlaySoundObject(58, SOUND_MODE_STOP);
 }
 
 void ResetNoise(void)
@@ -1025,12 +1025,12 @@
 		case 1:
 			ChangeSoundFrequency(40, noise_freq);
 			ChangeSoundFrequency(41, noise_freq + 100);
-			PlaySoundObject(40, -1);
-			PlaySoundObject(41, -1);
+			PlaySoundObject(40, SOUND_MODE_PLAY_LOOP);
+			PlaySoundObject(41, SOUND_MODE_PLAY_LOOP);
 			break;
 
 		case 2:
-			PlaySoundObject(58, -1);
+			PlaySoundObject(58, SOUND_MODE_PLAY_LOOP);
 			break;
 	}
 }
@@ -1037,7 +1037,7 @@
 
 void SleepNoise(void)
 {
-	PlaySoundObject(40, 0);
-	PlaySoundObject(41, 0);
-	PlaySoundObject(58, 0);
+	PlaySoundObject(40, SOUND_MODE_STOP);
+	PlaySoundObject(41, SOUND_MODE_STOP);
+	PlaySoundObject(58, SOUND_MODE_STOP);
 }
--- a/src/MycHit.cpp
+++ b/src/MycHit.cpp
@@ -23,7 +23,7 @@
 {
 	if (!(gMC.cond & 2) && gMC.ym < -0x200)
 	{
-		PlaySoundObject(3, 1);
+		PlaySoundObject(3, SOUND_MODE_PLAY);
 		SetCaret(gMC.x, gMC.y - gMC.hit.top, 13, 0);
 		SetCaret(gMC.x, gMC.y - gMC.hit.top, 13, 0);
 	}
@@ -101,7 +101,7 @@
 
 		// Halt momentum
 		if (gMC.ym > 0x400)
-			PlaySoundObject(23, 1);
+			PlaySoundObject(23, SOUND_MODE_PLAY);
 		if (gMC.ym > 0)
 			gMC.ym = 0;
 
@@ -228,7 +228,7 @@
 
 		// Halt momentum
 		if (gMC.ym > 0x400)
-			PlaySoundObject(23, 1);
+			PlaySoundObject(23, SOUND_MODE_PLAY);
 		if (gMC.ym > 0)
 			gMC.ym = 0;
 
@@ -255,7 +255,7 @@
 
 		// Halt momentum
 		if (gMC.ym > 0x400)
-			PlaySoundObject(23, 1);
+			PlaySoundObject(23, SOUND_MODE_PLAY);
 		if (gMC.ym > 0)
 			gMC.ym = 0;
 
@@ -282,7 +282,7 @@
 
 		// Halt momentum
 		if (gMC.ym > 0x400)
-			PlaySoundObject(23, 1);
+			PlaySoundObject(23, SOUND_MODE_PLAY);
 		if (gMC.ym > 0)
 			gMC.ym = 0;
 
@@ -309,7 +309,7 @@
 
 		// Halt momentum
 		if (gMC.ym > 0x400)
-			PlaySoundObject(23, 1);
+			PlaySoundObject(23, SOUND_MODE_PLAY);
 		if (gMC.ym > 0)
 			gMC.ym = 0;
 
@@ -715,7 +715,7 @@
 			if (gMC.y + gMC.hit.bottom > npc->y - npc->hit.top && gMC.hit.bottom + gMC.y < npc->y + (3 * 0x200))
 			{
 				if (gMC.ym - npc->ym > 2 * 0x200)
-					PlaySoundObject(23, 1);
+					PlaySoundObject(23, SOUND_MODE_PLAY);
 
 				if (gMC.unit == 1)
 				{
@@ -799,7 +799,7 @@
 		// Special NPCs (pickups)
 		if (hit != 0 && gNPC[i].code_char == 1)
 		{
-			PlaySoundObject(14, 1);
+			PlaySoundObject(14, SOUND_MODE_PLAY);
 			AddExpMyChar(gNPC[i].exp);
 			gNPC[i].cond = 0;
 		}
@@ -806,7 +806,7 @@
 
 		if (hit != 0 && gNPC[i].code_char == 86)
 		{
-			PlaySoundObject(42, 1);
+			PlaySoundObject(42, SOUND_MODE_PLAY);
 			AddBulletMyChar(gNPC[i].code_event, gNPC[i].exp);
 			gNPC[i].cond = 0;
 		}
@@ -813,7 +813,7 @@
 
 		if (hit != 0 && gNPC[i].code_char == 87)
 		{
-			PlaySoundObject(20, 1);
+			PlaySoundObject(20, SOUND_MODE_PLAY);
 			AddLifeMyChar(gNPC[i].exp);
 			gNPC[i].cond = 0;
 		}
--- a/src/MycParam.cpp
+++ b/src/MycParam.cpp
@@ -66,7 +66,7 @@
 
 				if (gArmsData[gSelectedArms].code != 13)
 				{
-					PlaySoundObject(27, 1);
+					PlaySoundObject(27, SOUND_MODE_PLAY);
 					SetCaret(gMC.x, gMC.y, 10, 0);
 				}
 			}
@@ -119,7 +119,7 @@
 		return;
 
 	// Damage player
-	PlaySoundObject(16, 1);
+	PlaySoundObject(16, SOUND_MODE_PLAY);
 	gMC.cond &= ~1;
 	gMC.shock = 128;
 
@@ -171,7 +171,7 @@
 	// Death
 	if (gMC.life <= 0)
 	{
-		PlaySoundObject(17, 1);
+		PlaySoundObject(17, SOUND_MODE_PLAY);
 		gMC.cond = 0;
 		SetDestroyNpChar(gMC.x, gMC.y, 0x1400, 0x40);
 		StartTextScript(40);
--- a/src/NpChar.cpp
+++ b/src/NpChar.cpp
@@ -612,7 +612,7 @@
 
 			if (bSmoke)
 			{
-				PlaySoundObject(gNPC[n].destroy_voice, 1);
+				PlaySoundObject(gNPC[n].destroy_voice, SOUND_MODE_PLAY);
 
 				switch (gNPC[n].size)
 				{
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -110,7 +110,7 @@
 		// Bounce off floor
 		if (npc->flag & 8)
 		{
-			PlaySoundObject(45, 1);
+			PlaySoundObject(45, SOUND_MODE_PLAY);
 			npc->ym = -0x280;
 			npc->xm = 2 * npc->xm / 3;
 		}
@@ -118,7 +118,7 @@
 		// Play bounce song (and try to clip out of floor if stuck)
 		if (npc->flag & 0xD)
 		{
-			PlaySoundObject(45, 1);
+			PlaySoundObject(45, SOUND_MODE_PLAY);
 			if (++npc->count2 > 2)
 				npc->y -= 1 * 0x200;
 		}
@@ -309,7 +309,7 @@
 				npc->ani_no = 5;
 				// These three lines are missing in the Linux port, because it's based on v1.0.0.4:
 				// https://www.cavestory.org/forums/threads/version-1-0-0-5-really-different-than-1-0-0-6.102/#post-3231
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetNpChar(4, npc->x, npc->y + (3 * 0x200), 0, 0, 0, NULL, 0x100);
 				SetQuake(8);
 			}
@@ -487,7 +487,7 @@
 
 				// Jump
 				npc->ym = -0x5FF;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 
 				// Jump in facing direction
 				if (npc->direct == 0)
@@ -506,7 +506,7 @@
 				npc->act_wait = 0;
 				npc->ani_no = 0;
 				npc->act_no = 1;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -870,7 +870,7 @@
 				npc->act_no = 2;
 				npc->ani_no = 1;
 				npc->act_wait = 0;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(30);
 			}
 
@@ -947,7 +947,7 @@
 				xm = GetCos(deg);
 				SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 
 				if (npc->count1 == 0)
 				{
@@ -984,7 +984,7 @@
 				npc->act_no = 5;
 				npc->act_wait = 0;
 				npc->ani_no = 2;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(30);
 				npc->damage = 0;
 			}
@@ -1142,7 +1142,7 @@
 			if (npc->y < 0)
 			{
 				npc->code_char = 0;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(30);
 			}
 
@@ -1165,7 +1165,7 @@
 			for (i = 0; i < 4; ++i)
 				SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
 
-			PlaySoundObject(72, 1);
+			PlaySoundObject(72, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 21:
 			npc->tgt_x = 1;
@@ -1260,7 +1260,7 @@
 				npc->ani_wait = 0;
 
 				if (++npc->ani_no == 10 || npc->ani_no == 11)
-					PlaySoundObject(23, 1);
+					PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			if (npc->ani_no > 12)
@@ -1276,7 +1276,7 @@
 		case 70:
 			npc->act_no = 71;
 			npc->act_wait = 64;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			npc->ani_no = 13;
 			// Fallthrough
 		case 71:
@@ -1331,7 +1331,7 @@
 			{
 				ChangeMapParts(x - 1, y, 0);
 				ChangeMapParts(x + 1, y, 0);
-				PlaySoundObject(44, 1);
+				PlaySoundObject(44, SOUND_MODE_PLAY);
 				SetQuake2(10);
 			}
 
@@ -1704,8 +1704,8 @@
 			npc->act_no = 1;
 			npc->ani_no = 3;
 			npc->ym = -0x100;
-			PlaySoundObject(12, 1);
-			PlaySoundObject(26, 1);
+			PlaySoundObject(12, SOUND_MODE_PLAY);
+			PlaySoundObject(26, SOUND_MODE_PLAY);
 			SetQuake(30);
 			// Fallthrough
 		case 1:
@@ -1716,7 +1716,7 @@
 				npc->act_no = 2;
 				npc->ani_no = 2;
 				npc->act_wait = 0;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(30);
 			}
 
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -171,7 +171,7 @@
 				npc->act_no = 3;
 				npc->ani_no = 2;
 				npc->ym = -0x5FF;
-				PlaySoundObject(108, 1);
+				PlaySoundObject(108, SOUND_MODE_PLAY);
 
 				if (npc->x > gMC.x)
 					npc->direct = 0;
@@ -216,7 +216,7 @@
 			}
 
 			if (npc->act_wait % 4 == 1)
-				PlaySoundObject(110, 1);
+				PlaySoundObject(110, SOUND_MODE_PLAY);
 
 			if (++npc->ani_wait > 0)
 			{
@@ -237,7 +237,7 @@
 				npc->act_wait = 0;
 				npc->ani_no = 0;
 				npc->act_no = 1;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(30);
 			}
 
@@ -604,7 +604,7 @@
 				npc->act_no = 3;
 				npc->ani_no = 2;
 				npc->ym = -0x4CC;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 
 				if (npc->x > gMC.x)
 					npc->direct = 0;
@@ -649,7 +649,7 @@
 			}
 
 			if (npc->act_wait % 4 == 1)
-				PlaySoundObject(109, 1);
+				PlaySoundObject(109, SOUND_MODE_PLAY);
 
 			if (npc->flag & 8)
 				npc->ym = -0x200;
@@ -673,7 +673,7 @@
 				npc->act_wait = 0;
 				npc->ani_no = 0;
 				npc->act_no = 1;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1022,7 +1022,7 @@
 {
 	if (npc->act_no < 3 && npc->life < 90)
 	{
-		PlaySoundObject(71, 1);
+		PlaySoundObject(71, SOUND_MODE_PLAY);
 		SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
 		SetExpObjects(npc->x, npc->y, npc->exp);
 		npc->act_no = 3;
@@ -1128,7 +1128,7 @@
 				xm = GetCos(deg);
 
 				SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 
 				if (npc->count1 == 0)
 				{
@@ -1180,7 +1180,7 @@
 			if (npc->ani_no > 5)
 			{
 				npc->ani_no = 4;
-				PlaySoundObject(47, 1);
+				PlaySoundObject(47, SOUND_MODE_PLAY);
 			}
 
 			if (++npc->act_wait > 100)
@@ -1212,8 +1212,8 @@
 				npc->act_no = 7;
 				npc->act_wait = 0;
 				npc->ani_no = 2;
-				PlaySoundObject(26, 1);
-				PlaySoundObject(25, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 				SetQuake(30);
 				npc->damage = 0;
 
--- a/src/NpcAct040.cpp
+++ b/src/NpcAct040.cpp
@@ -207,7 +207,7 @@
 			break;
 
 		case 6:
-			PlaySoundObject(50, 1);
+			PlaySoundObject(50, SOUND_MODE_PLAY);
 			npc->act_wait = 0;
 			npc->act_no = 7;
 			npc->ani_no = 7;
@@ -219,7 +219,7 @@
 			break;
 
 		case 8:
-			PlaySoundObject(50, 1);
+			PlaySoundObject(50, SOUND_MODE_PLAY);
 			npc->act_wait = 0;
 			npc->act_no = 9;
 			npc->ani_no = 7;
@@ -572,7 +572,7 @@
 			SetNpChar(45, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
 
 		SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
-		PlaySoundObject(25, 1);
+		PlaySoundObject(25, SOUND_MODE_PLAY);
 		npc->cond = 0;
 	}
 
@@ -720,7 +720,7 @@
 			{
 				npc->act_no = 2;
 				npc->act_wait = 0;
-				PlaySoundObject(102, 1);
+				PlaySoundObject(102, SOUND_MODE_PLAY);
 			}
 
 			if (npc->x < gMC.x)
@@ -965,7 +965,7 @@
 				ym = GetSin(deg) * 2;
 				xm = GetCos(deg) * 2;
 				SetNpChar(50, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 50)
@@ -1424,7 +1424,7 @@
 			{
 				VanishNpChar(npc);
 				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1923,7 +1923,7 @@
 				ym = GetSin(deg) * 2;
 				xm = GetCos(deg) * 2;
 				SetNpChar(84, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			if (npc->count2 > 8)
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -153,7 +153,7 @@
 			npc->act_no = 11;
 			npc->ani_no = 6;
 			npc->ym = -0x400;
-			PlaySoundObject(50, 1);
+			PlaySoundObject(50, SOUND_MODE_PLAY);
 
 			if (npc->direct == 0)
 				npc->xm = -0x100;
@@ -358,7 +358,7 @@
 				npc->ani_wait = 0;
 				npc->ym = -0x400;
 				npc->xm = 0x200;
-				PlaySoundObject(71, 1);
+				PlaySoundObject(71, SOUND_MODE_PLAY);
 				SetDestroyNpChar(npc->x, npc->y, 0x800, 4);
 			}
 
@@ -368,7 +368,7 @@
 			npc->act_no = 42;
 			npc->act_wait = 0;
 			npc->ani_no = 8;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 42:
 			if (++npc->ani_no > 9)
@@ -704,7 +704,7 @@
 
 				// Jump
 				npc->ym = -0x5FF;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 
 				// Jump in facing direction
 				if (npc->direct == 0)
@@ -722,7 +722,7 @@
 				npc->act_wait = 0;
 				npc->ani_no = 0;
 				npc->act_no = 1;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 			break;
 	}
@@ -864,7 +864,7 @@
 				npc->act_no = 2;
 				npc->ani_no = 2;
 				gNPC[npc->count1].cond = 0;
-				PlaySoundObject(21, 1);
+				PlaySoundObject(21, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -909,7 +909,7 @@
 			npc->tgt_x = npc->x;
 			npc->tgt_y = npc->y;
 			npc->ani_no = 0;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
@@ -948,7 +948,7 @@
 
 			if (npc->flag & 8)
 			{
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 				npc->ym = 0;
 				npc->act_no = 14;
 				npc->bits |= NPC_IGNORE_SOLIDITY;
@@ -965,7 +965,7 @@
 		case 16:
 			if (++npc->act_wait == 30)
 			{
-				PlaySoundObject(21, 1);
+				PlaySoundObject(21, SOUND_MODE_PLAY);
 				SetNpChar(66, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0);
 			}
 
@@ -1000,7 +1000,7 @@
 
 			if (++npc->act_wait == 30)
 			{
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 				SetFlash(0, 0, 2);
 				npc->act_no = 27;
 				npc->ani_no = 7;
@@ -1117,7 +1117,7 @@
 				npc->ani_wait = 0;
 
 				if (++npc->ani_no == 2 || npc->ani_no == 4)
-					PlaySoundObject(23, 1);
+					PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			if (npc->ani_no > 4)
@@ -1162,7 +1162,7 @@
 				npc->act_no = 9;
 				npc->ani_no = 8;
 				SetQuake(30);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
@@ -1220,7 +1220,7 @@
 			break;
 
 		case 20:
-			PlaySoundObject(25, 1);
+			PlaySoundObject(25, SOUND_MODE_PLAY);
 			gMC.cond &= ~2;
 
 			if (npc->direct == 0)
--- a/src/NpcAct080.cpp
+++ b/src/NpcAct080.cpp
@@ -86,7 +86,7 @@
 				npc->act_wait = 0;
 				npc->act_no = 3;
 				npc->bits |= NPC_SHOOTABLE;
-				PlaySoundObject(34, 1);
+				PlaySoundObject(34, SOUND_MODE_PLAY);
 
 				if (npc->direct == 0)
 					npc->xm = -0x400;
@@ -114,7 +114,7 @@
 			{
 				npc->act_wait = 0;
 				npc->act_no = 4;
-				PlaySoundObject(106, 1);
+				PlaySoundObject(106, SOUND_MODE_PLAY);
 			}
 
 			npc->ani_no = 4;
@@ -353,7 +353,7 @@
 		case 16:
 			if (++npc->act_wait == 30)
 			{
-				PlaySoundObject(21, 1);
+				PlaySoundObject(21, SOUND_MODE_PLAY);
 				SetNpChar(66, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0);
 			}
 
@@ -388,7 +388,7 @@
 
 			if (++npc->act_wait == 30)
 			{
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 				SetFlash(0, 0, 2);
 				npc->act_no = 27;
 				npc->ani_no = 7;
@@ -442,7 +442,7 @@
 				case 40:
 				case 50:
 					SetNpChar(11, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x600, Random(-0x200, 0), 0, NULL, 0x100);
-					PlaySoundObject(33, 1);
+					PlaySoundObject(33, SOUND_MODE_PLAY);
 					break;
 			}
 
@@ -600,7 +600,7 @@
 				npc->act_wait = 0;
 				npc->act_no = 6;
 				npc->ani_no = 7;
-				PlaySoundObject(70, 1);
+				PlaySoundObject(70, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -691,7 +691,7 @@
 
 			if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y - (16 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
 			{
-				PlaySoundObject(43, 1);
+				PlaySoundObject(43, SOUND_MODE_PLAY);
 				npc->act_no = 1;
 			}
 
@@ -1022,7 +1022,7 @@
 				npc->act_wait = 0;
 				npc->act_no = 6;
 				npc->ani_no = 7;
-				PlaySoundObject(70, 1);
+				PlaySoundObject(70, SOUND_MODE_PLAY);
 				npc->damage = 5;
 				npc->hit.front = 24 * 0x200;
 				npc->hit.top = 1;
@@ -1047,7 +1047,7 @@
 			{
 				npc->act_no = 8;
 				npc->ani_no = 9;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(30);
 				npc->damage = 0;
 
@@ -1092,7 +1092,7 @@
 				xm = GetCos(deg) * 3;
 				SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
 
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 50 && npc->act_wait / 2 % 2)
@@ -1145,7 +1145,7 @@
 	switch (npc->act_no)
 	{
 		case 0:
-			PlaySoundObject(72, 1);
+			PlaySoundObject(72, SOUND_MODE_PLAY);
 
 			if (npc->x > gMC.x)
 				npc->direct = 0;
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -132,7 +132,7 @@
 		npc->cond = 0;
 
 	if (npc->count1 % 4 == 1)
-		PlaySoundObject(46, 1);
+		PlaySoundObject(46, SOUND_MODE_PLAY);
 }
 
 // Frog
@@ -279,7 +279,7 @@
 		npc->ym = -0x5FF;
 
 		if (!(gMC.cond & 2))
-			PlaySoundObject(30, 1);
+			PlaySoundObject(30, SOUND_MODE_PLAY);
 
 		if (npc->direct == 0)
 			npc->xm = -0x200;
@@ -356,7 +356,7 @@
 		case 11:
 			if (++npc->ani_wait > 1)
 			{
-				PlaySoundObject(43, 1);
+				PlaySoundObject(43, SOUND_MODE_PLAY);
 				npc->ani_wait = 0;
 				++npc->ani_no;
 			}
@@ -388,7 +388,7 @@
 			if (npc->act_wait / 2 % 2)
 			{
 				npc->x += 1 * 0x200;
-				PlaySoundObject(11, 1);
+				PlaySoundObject(11, SOUND_MODE_PLAY);
 			}
 			else
 			{
@@ -404,7 +404,7 @@
 			npc->act_no = 17;
 			npc->act_wait = 0;
 			npc->ani_no = 2;
-			PlaySoundObject(12, 1);
+			PlaySoundObject(12, SOUND_MODE_PLAY);
 
 			for (i = 0; i < 8; ++i)
 				SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
@@ -431,7 +431,7 @@
 
 			if (npc->ani_no > 4)
 			{
-				PlaySoundObject(11, 1);
+				PlaySoundObject(11, SOUND_MODE_PLAY);
 				npc->ani_no = 3;
 			}
 
@@ -438,7 +438,7 @@
 			if (++npc->act_wait > 100)
 			{
 				npc->act_no = 20;
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 4; ++i)
 					SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
@@ -453,7 +453,7 @@
 		case 21:
 			npc->act_no = 22;
 			npc->ani_no = 5;
-			PlaySoundObject(51, 1);
+			PlaySoundObject(51, SOUND_MODE_PLAY);
 			break;
 
 		case 100:
@@ -584,7 +584,7 @@
 
 		case 10:
 			npc->act_no = 0;
-			PlaySoundObject(12, 1);
+			PlaySoundObject(12, SOUND_MODE_PLAY);
 
 			for (i = 0; i < 8; ++i)
 				SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
@@ -747,7 +747,7 @@
 		npc->act_no = 10;
 		npc->ani_no = 2;
 		npc->ym = -0x2FF;
-		PlaySoundObject(6, 1);
+		PlaySoundObject(6, SOUND_MODE_PLAY);
 
 		if (npc->direct == 0)
 			npc->xm = -0x100;
@@ -818,7 +818,7 @@
 			{
 				npc->act_no = 4;
 				npc->act_wait = 64;
-				PlaySoundObject(29, 1);
+				PlaySoundObject(29, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -878,7 +878,7 @@
 			npc->ani_wait = 0;
 			npc->x += 16 * 0x200;
 			npc->y += 8 * 0x200;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			if (++npc->act_wait == 64)
@@ -1016,7 +1016,7 @@
 			npc->hit.bottom = 16 * 0x200;
 			npc->x -= 16 * 0x200;
 			npc->y += 8 * 0x200;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 31:
 			if (++npc->act_wait == 64)
@@ -1124,7 +1124,7 @@
 					for (i = 0; i < 4; ++i)
 						SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
 
-					PlaySoundObject(26, 1);
+					PlaySoundObject(26, SOUND_MODE_PLAY);
 					SetQuake(10);
 				}
 
@@ -1232,13 +1232,13 @@
 					npc->ym = -0x400;
 					npc->xm *= 2;
 					npc->damage = 5;
-					PlaySoundObject(102, 1);
+					PlaySoundObject(102, SOUND_MODE_PLAY);
 				}
 				else
 				{
 					npc->act_no = 21;
 					npc->ym = -0x400;
-					PlaySoundObject(30, 1);
+					PlaySoundObject(30, SOUND_MODE_PLAY);
 				}
 			}
 
@@ -1247,7 +1247,7 @@
 		case 21:
 			if (npc->flag & 8)
 			{
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 				npc->act_no = 20;
 				npc->ani_no = 1;
 				npc->ani_wait = 0;
@@ -1274,12 +1274,12 @@
 			npc->damage = 0;
 			npc->ym = -0x200;
 			npc->bits &= ~(NPC_SOLID_SOFT | NPC_SHOOTABLE);
-			PlaySoundObject(51, 1);
+			PlaySoundObject(51, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 51:
 			if (npc->flag & 8)
 			{
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 				npc->act_no = 52;
 				npc->ani_no = 5;
 				npc->xm = 0;
@@ -1617,7 +1617,7 @@
 				npc->bits |= NPC_SHOOTABLE;
 				npc->act_no = 20;
 				npc->act_wait = 0;
-				PlaySoundObject(103, 1);
+				PlaySoundObject(103, SOUND_MODE_PLAY);
 			}
 
 			break;
--- a/src/NpcAct120.cpp
+++ b/src/NpcAct120.cpp
@@ -286,7 +286,7 @@
 		case 0:
 			npc->act_no = 1;
 			SetCaret(npc->x, npc->y, 3, 0);
-			PlaySoundObject(32, 1);
+			PlaySoundObject(32, SOUND_MODE_PLAY);
 
 			switch (npc->direct)
 			{
@@ -346,7 +346,7 @@
 	if (bBreak)
 	{
 		SetCaret(npc->x, npc->y, 2, 2);
-		PlaySoundObject(28, 1);
+		PlaySoundObject(28, SOUND_MODE_PLAY);
 		npc->cond = 0;
 	}
 
@@ -399,7 +399,7 @@
 					break;
 			}
 			if (++npc->act_wait % 8 == 0)
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 			SetQuake(20);
 			break;
@@ -414,7 +414,7 @@
 	if (npc->life < 990)
 	{
 		SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
-		PlaySoundObject(70, 1);
+		PlaySoundObject(70, SOUND_MODE_PLAY);
 
 		if (npc->direct == 0)
 			SetNpChar(87, npc->x, npc->y, 0, 0, 2, NULL, 0);
@@ -882,7 +882,7 @@
 					npc->ani_no = 2;
 
 				if (npc->ani_no == 4 && npc->ani_wait == 0)
-					PlaySoundObject(105, 1);
+					PlaySoundObject(105, SOUND_MODE_PLAY);
 			}
 			else
 			{
@@ -951,7 +951,7 @@
 			}
 
 			if (npc->ani_no == 4 && npc->ani_wait == 0)
-				PlaySoundObject(105, 1);
+				PlaySoundObject(105, SOUND_MODE_PLAY);
 
 			break;
 
@@ -1182,7 +1182,7 @@
 				ym = GetSin(deg) * 2;
 				xm = GetCos(deg) * 2;
 				SetNpChar(50, npc->x, npc->y, xm, ym, 0, NULL, 0x180);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			if (npc->flag & 8)
@@ -1324,7 +1324,7 @@
 			// Fallthrough
 		case 11:
 			if (++npc->act_wait % 8 == 0)
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 			if (npc->direct == 0)
 			{
@@ -1428,7 +1428,7 @@
 			npc->xm = 0;
 			npc->ym = 0;
 			npc->act_wait = (npc->rect.bottom - npc->rect.top) * 2;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 31:
 			--npc->act_wait;
@@ -1444,7 +1444,7 @@
 			npc->act_wait = 0;
 			npc->xm = 0;
 			npc->ym = 0;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 41:
 			npc->ani_no = 2;
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -196,7 +196,7 @@
 				npc->act_no = 26;
 				npc->act_wait = 0;
 				npc->ani_no = 2;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(20);
 			}
 
@@ -260,7 +260,7 @@
 				npc->act_no = 102;
 				npc->act_wait = 0;
 				npc->ani_no = 2;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(20);
 			}
 
@@ -327,7 +327,7 @@
 			npc->act_no = 141;
 			npc->act_wait = 0;
 			npc->ani_no = 12;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 141:
 			if (++npc->ani_no > 13)
@@ -403,7 +403,7 @@
 				npc->ym = GetSin(deg) * 4;
 				npc->xm = GetCos(deg) * 4;
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -414,7 +414,7 @@
 				npc->act_no = 20;
 				npc->act_wait = 0;
 				SetCaret(npc->x, npc->y, 2, 0);
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 4; ++i)
 					SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
@@ -514,7 +514,7 @@
 				npc->act_no = 21;
 				npc->act_wait = 0;
 				npc->xm = 0;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -585,7 +585,7 @@
 			npc->ani_no = 0;
 			npc->ani_wait = 0;
 			npc->tgt_x = npc->x;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			if (++npc->act_wait == 64)
@@ -611,7 +611,7 @@
 				npc->act_no = 4;
 				npc->act_wait = 0;
 				npc->ani_no = 4;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -734,7 +734,7 @@
 			if (++npc->act_wait > 10)
 			{
 				npc->act_no = 2;
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -834,7 +834,7 @@
 				npc->act_no = 3;
 				npc->ani_no = 2;
 				npc->ym = -0x5FF;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 
 				if (npc->x > gMC.x)
 					npc->direct = 0;
@@ -873,7 +873,7 @@
 			}
 
 			if (npc->act_wait % 4 == 1)
-				PlaySoundObject(109, 1);
+				PlaySoundObject(109, SOUND_MODE_PLAY);
 
 			if (npc->flag & 8)
 				npc->ym = -0x200;
@@ -886,7 +886,7 @@
 				xm = GetCos(deg) * 3;
 
 				SetNpChar(148, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			if (++npc->ani_wait > 0)
@@ -908,7 +908,7 @@
 				npc->act_wait = 0;
 				npc->ani_no = 0;
 				npc->act_no = 1;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1012,7 +1012,7 @@
 
 		case 11:
 			if (++npc->act_wait % 10 == 6)
-				PlaySoundObject(107, 1);
+				PlaySoundObject(107, SOUND_MODE_PLAY);
 
 			if (npc->flag & 1)
 			{
@@ -1020,7 +1020,7 @@
 				npc->direct = 2;
 				npc->act_no = 20;
 				SetQuake(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 4; ++i)
 					SetNpChar(4, npc->x - (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
@@ -1057,7 +1057,7 @@
 
 		case 21:
 			if (++npc->act_wait % 10 == 6)
-				PlaySoundObject(107, 1);
+				PlaySoundObject(107, SOUND_MODE_PLAY);
 
 			if (npc->flag & 4)
 			{
@@ -1065,7 +1065,7 @@
 				npc->direct = 0;
 				npc->act_no = 10;
 				SetQuake(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 4; ++i)
 					SetNpChar(4, npc->x + (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
@@ -1153,7 +1153,7 @@
 			for (i = 0; i < 4; ++i)
 				SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, NULL, 0x100);
 
-			PlaySoundObject(71, 1);
+			PlaySoundObject(71, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 11:
 			npc->ani_no = 2;
@@ -1162,7 +1162,7 @@
 		case 20:
 			npc->act_no = 21;
 			npc->act_wait = 64;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 21:
 			if (--npc->act_wait == 0)
@@ -1482,7 +1482,7 @@
 				npc->act_no = 20;
 
 				if (!(gMC.cond & 2))
-					PlaySoundObject(30, 1);
+					PlaySoundObject(30, SOUND_MODE_PLAY);
 			}
 			else if (npc->direct == 2 && npc->flag & 4)
 			{
@@ -1491,7 +1491,7 @@
 				npc->act_no = 20;
 
 				if (!(gMC.cond & 2))
-					PlaySoundObject(30, 1);
+					PlaySoundObject(30, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1525,7 +1525,7 @@
 				npc->xm = 0;
 
 				if (!(gMC.cond & 2))
-					PlaySoundObject(23, 1);
+					PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1577,7 +1577,7 @@
 			else
 				npc->xm = -0x100;
 
-			PlaySoundObject(53, 1);
+			PlaySoundObject(53, SOUND_MODE_PLAY);
 			break;
 
 		case 1:
@@ -1678,7 +1678,7 @@
 				SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
 
 				if (!(gMC.cond & 2))
-					PlaySoundObject(39, 1);
+					PlaySoundObject(39, SOUND_MODE_PLAY);
 
 				npc->act_no = 1;
 				npc->act_wait = Random(70, 150);
@@ -1795,7 +1795,7 @@
 
 		case 11:
 			if (++npc->act_wait % 10 == 6)
-				PlaySoundObject(107, 1);
+				PlaySoundObject(107, SOUND_MODE_PLAY);
 
 			if (npc->flag & 2)
 			{
@@ -1803,7 +1803,7 @@
 				npc->direct = 2;
 				npc->act_no = 20;
 				SetQuake(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 4; ++i)
 					SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
@@ -1840,7 +1840,7 @@
 
 		case 21:
 			if (++npc->act_wait % 10 == 6)
-				PlaySoundObject(107, 1);
+				PlaySoundObject(107, SOUND_MODE_PLAY);
 
 			if (npc->flag & 8)
 			{
@@ -1848,7 +1848,7 @@
 				npc->direct = 0;
 				npc->act_no = 10;
 				SetQuake(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 				for (i = 0; i < 4; ++i)
 					SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
--- a/src/NpcAct160.cpp
+++ b/src/NpcAct160.cpp
@@ -59,8 +59,8 @@
 				npc->act_no = 3;
 				npc->act_wait = 0;
 				SetQuake(30);
-				PlaySoundObject(26, 1);
-				PlaySoundObject(72, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
+				PlaySoundObject(72, SOUND_MODE_PLAY);
 			}
 
 			if (npc->y < gMC.y && gMC.flag & 8)
@@ -246,7 +246,7 @@
 	{
 		case 0:
 			DeleteNpCharCode(161, TRUE);
-			PlaySoundObject(72, 1);
+			PlaySoundObject(72, SOUND_MODE_PLAY);
 
 			for (i = 0; i < 10; ++i)
 				SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, NULL, 0x100);
@@ -307,7 +307,7 @@
 				SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - (12 * 0x200), Random(-0x200, 0x200), 0x100, 0, NULL, 0x100);
 
 			if (npc->count1 % 4 == 2)
-				PlaySoundObject(21, 1);
+				PlaySoundObject(21, SOUND_MODE_PLAY);
 
 			break;
 
@@ -519,7 +519,7 @@
 			npc->act_no = 21;
 			npc->act_wait = 0;
 			npc->ani_no = 0;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 21:
 			if (++npc->ani_no > 2)
@@ -569,7 +569,7 @@
 			npc->act_wait = 0;
 			npc->ym = -0x400;
 			npc->xm = 0x100;
-			PlaySoundObject(25, 1);
+			PlaySoundObject(25, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 21:
 			npc->ym += 0x10;
@@ -579,7 +579,7 @@
 
 			if (npc->act_wait && npc->flag & 8)
 			{
-				PlaySoundObject(35, 1);
+				PlaySoundObject(35, SOUND_MODE_PLAY);
 				SetQuake(40);
 				npc->act_no = 0;
 			}
@@ -631,7 +631,7 @@
 				++npc->ani_no;
 
 				if (npc->ani_no == 2 || npc->ani_no == 4)
-					PlaySoundObject(23, 1);
+					PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			if (npc->ani_no > 4)
@@ -700,7 +700,7 @@
 
 			if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
 			{
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 				SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100);
 			}
 
@@ -709,7 +709,7 @@
 				npc->act_no = 9;
 				npc->ani_no = 8;
 				SetQuake(30);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait >= 8 && npc->x - (12 * 0x200) < gMC.x && npc->x + (12 * 0x200) > gMC.x && npc->y - (12 * 0x200) < gMC.y && npc->y + (8 * 0x200) > gMC.y)
@@ -769,7 +769,7 @@
 			break;
 
 		case 20:
-			PlaySoundObject(25, 1);
+			PlaySoundObject(25, SOUND_MODE_PLAY);
 			gMC.cond &= ~2;
 
 			if (npc->direct == 0)
@@ -870,7 +870,7 @@
 
 	if (bHit)
 	{
-		PlaySoundObject(44, 1);
+		PlaySoundObject(44, SOUND_MODE_PLAY);
 		SetDestroyNpChar(npc->x, npc->y, 0, 3);
 		VanishNpChar(npc);
 		return;
@@ -1121,7 +1121,7 @@
 			{
 				if (++npc->count1 == 3)
 				{
-					PlaySoundObject(30, 1);
+					PlaySoundObject(30, SOUND_MODE_PLAY);
 					npc->count1 = 0;
 					npc->act_no = 25;
 					npc->act_wait = 0;
@@ -1135,7 +1135,7 @@
 				}
 				else
 				{
-					PlaySoundObject(30, 1);
+					PlaySoundObject(30, SOUND_MODE_PLAY);
 					npc->act_no = 20;
 					npc->ani_no = 2;
 					npc->ym = -0x200;
@@ -1154,7 +1154,7 @@
 
 			if (npc->flag & 8)
 			{
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 				npc->ani_no = 1;
 				npc->act_no = 30;
 				npc->act_wait = 0;
@@ -1172,7 +1172,7 @@
 
 				SetNpChar(174, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 				npc->ani_no = 3;
 
 				gCurlyShoot_wait = Random(80, 100);
@@ -1185,7 +1185,7 @@
 
 			if (npc->flag & 8)
 			{
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 				npc->ani_no = 1;
 				npc->act_no = 30;
 				npc->act_wait = 0;
@@ -1279,7 +1279,7 @@
 			{
 				npc->act_no = 2;
 				++npc->count1;
-				PlaySoundObject(31, 1);
+				PlaySoundObject(31, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1445,7 +1445,7 @@
 				else
 					SetNpChar(177, npc->x, npc->y + (8 * 0x200), 0, 0, 2, NULL, 0x100);
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 
 				npc->act_no = 0;
 				npc->ani_no = 0;
--- a/src/NpcAct180.cpp
+++ b/src/NpcAct180.cpp
@@ -197,7 +197,7 @@
 		npc->count1 = 0;
 		npc->ym = -0x600;
 		npc->ani_no = 1;
-		PlaySoundObject(15, 1);
+		PlaySoundObject(15, SOUND_MODE_PLAY);
 
 		if (npc->x > npc->tgt_x)
 			npc->act_no = 210;
@@ -251,7 +251,7 @@
 				npc->ym = -0x600;
 				npc->act_no += 10;
 				npc->ani_no = 1;
-				PlaySoundObject(15, 1);
+				PlaySoundObject(15, SOUND_MODE_PLAY);
 			}
 		}
 		else
@@ -613,7 +613,7 @@
 			}
 
 			if ((++npc->act_wait % 8) == 0)
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 
 			SetQuake(20);
 			break;
@@ -991,7 +991,7 @@
 			break;
 
 		case 10:
-			PlaySoundObject(72, 1);
+			PlaySoundObject(72, SOUND_MODE_PLAY);
 
 			for (i = 0; i < 8; ++i)
 				SetNpChar(4, npc->x, npc->y + (Random(-8, 8) * 0x200), Random(-8, -2) * 0x200, Random(-3, 3) * 0x200, 0, NULL, 0x100);
@@ -1144,7 +1144,7 @@
 			npc->xm = -0x800;
 			npc->x = npc->tgt_x;
 			npc->y = npc->tgt_y;
-			PlaySoundObject(44, 1);
+			PlaySoundObject(44, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 31:
 			npc->xm += 0x20;
@@ -1181,7 +1181,7 @@
 
 	if (npc->act_wait % 4 == 0 && npc->act_no >= 20)
 	{
-		PlaySoundObject(34, 1);
+		PlaySoundObject(34, SOUND_MODE_PLAY);
 
 		if (npc->direct == 0)
 			SetCaret(npc->x + (10 * 0x200), npc->y + (10 * 0x200), 7, 2);
@@ -1375,7 +1375,7 @@
 		npc->cond = 0;
 
 	if (npc->count1 % 4 == 1)
-		PlaySoundObject(46, 1);
+		PlaySoundObject(46, SOUND_MODE_PLAY);
 }
 
 // Water/wind particles
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -39,7 +39,7 @@
 
 	if (npc->act_no < 100 && npc->life < 950)
 	{
-		PlaySoundObject(72, 1);
+		PlaySoundObject(72, SOUND_MODE_PLAY);
 		SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
 		SetExpObjects(npc->x, npc->y, npc->exp);
 		npc->act_no = 100;
@@ -117,7 +117,7 @@
 					SetNpChar(202, npc->x + (14 * 0x200), npc->y, xm, ym, 0, NULL, 0x100);
 
 				if (!(gMC.cond & 2))
-					PlaySoundObject(33, 1);
+					PlaySoundObject(33, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 60)
@@ -256,7 +256,7 @@
 				npc->ym = -0x5FF;
 
 				if (!(gMC.cond & 2))
-					PlaySoundObject(30, 1);
+					PlaySoundObject(30, SOUND_MODE_PLAY);
 
 				if (npc->direct == 0)
 					npc->xm = -0x100;
@@ -275,7 +275,7 @@
 				npc->act_no = 1;
 
 				if (!(gMC.cond & 2))
-					PlaySoundObject(23, 1);
+					PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -334,7 +334,7 @@
 			if (npc->flag & 0xFF)
 			{
 				if (!(gMC.cond & 2))
-					PlaySoundObject(12, 1);
+					PlaySoundObject(12, SOUND_MODE_PLAY);
 
 				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
 				npc->cond = 0;
@@ -409,7 +409,7 @@
 				npc->act_wait = 0;
 				npc->ym = 0;
 				npc->damage = 0;
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
 				SetBullet(24, npc->x, npc->y, 0);
 				return;
@@ -502,7 +502,7 @@
 					npc->hit.top = 100 * 0x200;
 					npc->hit.bottom = 100 * 0x200;
 					npc->damage = 30;
-					PlaySoundObject(35, 1);
+					PlaySoundObject(35, SOUND_MODE_PLAY);
 					SetDestroyNpChar(npc->x, npc->y, 0x10000, 100);
 					SetQuake(20);
 					npc->cond |= 8;
@@ -563,7 +563,7 @@
 		case 0:
 			npc->act_no = 1;
 			npc->ani_no = npc->direct;
-			PlaySoundObject(43, 1);
+			PlaySoundObject(43, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			npc->x += 1 * 0x200;
@@ -715,7 +715,7 @@
 				ym = GetSin(deg) * 3;
 				xm = GetCos(deg) * 3;
 				SetNpChar(209, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			if (npc->count2 > 16)
@@ -1100,7 +1100,7 @@
 			if (++npc->act_wait % 5 == 1)
 			{
 				SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, NULL, 0x100);
-				PlaySoundObject(21, 1);
+				PlaySoundObject(21, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 50)
@@ -1212,7 +1212,7 @@
 			if (npc->flag & 0xFF)
 			{
 				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
-				PlaySoundObject(28, 1);
+				PlaySoundObject(28, SOUND_MODE_PLAY);
 				npc->cond = 0;
 			}
 
@@ -1249,7 +1249,7 @@
 		case 15:
 			if (++npc->act_wait > 10)
 			{
-				PlaySoundObject(102, 1);
+				PlaySoundObject(102, SOUND_MODE_PLAY);
 				npc->act_no = 20;
 			}
 
--- a/src/NpcAct220.cpp
+++ b/src/NpcAct220.cpp
@@ -608,7 +608,7 @@
 			for (i = 0; i < 10; ++i)
 			{
 				SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
-				PlaySoundObject(12, 1);	// Wait, it does this in a loop?
+				PlaySoundObject(12, SOUND_MODE_PLAY);	// Wait, it does this in a loop?
 			}
 			// Fallthrough
 		case 13:
@@ -622,7 +622,7 @@
 				SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
 
 			if (npc->act_wait % 4 == 1)
-				PlaySoundObject(34, 1);
+				PlaySoundObject(34, SOUND_MODE_PLAY);
 
 			if (npc->flag & 2 || gMC.flag & 2 || npc->act_wait > 450)
 			{
@@ -634,7 +634,7 @@
 				for (i = 0; i < 6; ++i)
 				{
 					SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
-					PlaySoundObject(12, 1);
+					PlaySoundObject(12, SOUND_MODE_PLAY);	// Here it does it again...
 				}
 			}
 
@@ -653,7 +653,7 @@
 					SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
 
 				if (npc->act_wait % 16 == 1)
-					PlaySoundObject(34, 1);
+					PlaySoundObject(34, SOUND_MODE_PLAY);
 			}
 
 			if (npc->flag & 8)
@@ -1088,7 +1088,7 @@
 
 			if (npc->act_wait % 10 == 3)
 			{
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 
 				if (npc->direct == 0)
 					SetNpChar(237, npc->x - (8 * 0x200), npc->y - (8 * 0x200), -0x400, -0x400, 0, NULL, 0x100);
@@ -1155,7 +1155,7 @@
 				for (i = 0; i < 5; ++i)
 					SetCaret(npc->x, npc->y, 1, 0);
 
-				PlaySoundObject(21, 1);
+				PlaySoundObject(21, SOUND_MODE_PLAY);
 				npc->cond = 0;
 				return;
 			}
@@ -1226,7 +1226,7 @@
 				for (i = 0; i < 4; ++i)
 				{
 					SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
-					PlaySoundObject(12, 1);
+					PlaySoundObject(12, SOUND_MODE_PLAY);
 				}
 			}
 
--- a/src/NpcAct240.cpp
+++ b/src/NpcAct240.cpp
@@ -179,7 +179,7 @@
 				npc->act_no = 3;
 				npc->ani_no = 2;
 				npc->ym = -0x5FF;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 
 				if (npc->direct == 0)
 					npc->xm = -0x200;
@@ -196,7 +196,7 @@
 				npc->act_wait = 0;
 				npc->ani_no = 0;
 				npc->act_no = 1;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -341,7 +341,7 @@
 			SetCaret(npc->x, npc->y + (4 * 0x200), 1, 2);
 
 		if (npc->x > gMC.x - (256 * 0x200) && npc->x < gMC.x + (256 * 0x200) && npc->y > gMC.y - (160 * 0x200) && npc->y < gMC.y + (160 * 0x200))
-			PlaySoundObject(21, 1);
+			PlaySoundObject(21, SOUND_MODE_PLAY);
 
 		npc->cond = 0;
 	}
@@ -478,7 +478,7 @@
 					for (i = 0; i < 4; ++i)
 						SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
 
-					PlaySoundObject(26, 1);
+					PlaySoundObject(26, SOUND_MODE_PLAY);
 					SetQuake(10);
 				}
 
@@ -659,7 +659,7 @@
 				xm = GetCos(deg) * 4;
 
 				SetNpChar(248, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(34, 1);
+				PlaySoundObject(34, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 30)
@@ -696,7 +696,7 @@
 			npc->tgt_x = Random(9, 31) * 0x200 * 0x10;
 			npc->tgt_y = Random(5, 7) * 0x200 * 0x10;
 
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 151:
 			if (++npc->act_wait == 42)
@@ -757,7 +757,7 @@
 			if (++npc->act_wait % 24 == 0)
 			{
 				SetNpChar(250, npc->x, npc->y + (4 * 0x200), 0, 0, 0, NULL, 0x100);
-				PlaySoundObject(34, 1);
+				PlaySoundObject(34, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 72)
@@ -946,7 +946,7 @@
 			if (++npc->act_wait > 10)
 			{
 				SetNpChar(251, npc->x, npc->y, 0, 0, 0, NULL, 0x100);
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 				npc->cond = 0;
 				return;
 			}
@@ -1111,7 +1111,7 @@
 	{
 		SetExpObjects(npc->x, npc->y, npc->code_flag);
 		SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
-		PlaySoundObject(25, 1);
+		PlaySoundObject(25, SOUND_MODE_PLAY);
 		npc->cond = 0;
 	}
 
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -268,7 +268,7 @@
 			if (npc->act_wait == 80)
 			{
 				npc->ani_no = 5;
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 
 				if (npc->direct == 0)
 				{
@@ -314,7 +314,7 @@
 				npc->act_no = 32;
 				npc->act_wait = 0;
 				npc->ani_no = 7;
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 
 				for (deg = 8; deg < 0x100; deg += 0x10)
 				{
@@ -337,7 +337,7 @@
 			npc->bits &= ~NPC_SHOOTABLE;
 			npc->damage = 0;
 			npc->act_wait = 0;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 101:
 			npc->act_wait += 2;
@@ -684,7 +684,7 @@
 						npc->ani_no = 6;
 						DamageMyChar(5);
 						SetQuake(10);
-						PlaySoundObject(26, 1);
+						PlaySoundObject(26, SOUND_MODE_PLAY);
 						gMC.ym = -0x400;
 
 						if (npc->x > gMC.x)
@@ -797,7 +797,7 @@
 			npc->act_no = 18;
 			npc->act_wait = 0;
 			SetQuake(10);
-			PlaySoundObject(26, 1);
+			PlaySoundObject(26, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 18:
 			npc->ani_no = 3;
@@ -829,7 +829,7 @@
 				else
 					SetNpChar(269, npc->x + 0x1000, npc->y - 0x800, xm, ym, 2, NULL, 0x100);
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait > 90)
@@ -853,7 +853,7 @@
 				npc->ani_no = 7;
 				npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
 				npc->damage = 10;
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 
 				if (npc->direct == 0)
 					npc->xm = -0x5FF;
@@ -945,7 +945,7 @@
 			npc->act_wait = 0;
 			npc->bits &= ~(NPC_INVULNERABLE | NPC_SHOOTABLE);
 			npc->damage = 0;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 101:
 			npc->act_wait += 2;
@@ -1045,7 +1045,7 @@
 			SetQuake(2);
 
 			if (++npc->act_wait % 6 == 3)
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 
 			if (npc->act_wait / 2 % 2)
 				npc->x = npc->tgt_x;
@@ -1250,7 +1250,7 @@
 				else
 					npc->xm = 0x200;
 
-				PlaySoundObject(108, 1);
+				PlaySoundObject(108, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1263,7 +1263,7 @@
 				npc->act_no = 40;
 				npc->act_wait = 0;
 				SetQuake(20);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1298,7 +1298,7 @@
 				ym = GetSin(deg) * 5;
 				xm = GetCos(deg) * 5;
 				SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 			}
 
 			if (npc->act_wait < 50 && npc->act_wait / 2 % 2)
@@ -1594,7 +1594,7 @@
 			}
 
 			if (++npc->act_wait % 5 == 0)
-				PlaySoundObject(110, 1);
+				PlaySoundObject(110, SOUND_MODE_PLAY);
 
 			if (++npc->ani_no > 2)
 				npc->ani_no = 0;
@@ -1694,7 +1694,7 @@
 					ym = GetSin(deg) * 4;
 					xm = GetCos(deg) * 4;
 					SetNpChar(273, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
-					PlaySoundObject(39, 1);
+					PlaySoundObject(39, SOUND_MODE_PLAY);
 				}
 			}
 
@@ -1872,7 +1872,7 @@
 					xm = GetCos(deg) * 4;
 
 					SetNpChar(277, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
-					PlaySoundObject(39, 1);
+					PlaySoundObject(39, SOUND_MODE_PLAY);
 
 					break;
 
@@ -1921,7 +1921,7 @@
 					xm = GetCos(deg) * 4;
 
 					SetNpChar(277, npc->x, npc->y - (10 * 0x200), xm, ym, 0, NULL, 0x100);
-					PlaySoundObject(39, 1);
+					PlaySoundObject(39, SOUND_MODE_PLAY);
 
 					break;
 
@@ -1940,7 +1940,7 @@
 				npc->act_wait = 0;
 				npc->ani_no = 2;
 				SetQuake(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1964,7 +1964,7 @@
 				SetQuake(10);
 				SetExpObjects(npc->x, npc->y, 19);
 				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
-				PlaySoundObject(72, 1);
+				PlaySoundObject(72, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -2024,7 +2024,7 @@
 			}
 
 			if (++npc->act_wait % 5 == 0)
-				PlaySoundObject(110, 1);
+				PlaySoundObject(110, SOUND_MODE_PLAY);
 
 			if (++npc->ani_no > 2)
 				npc->ani_no = 0;
@@ -2224,7 +2224,7 @@
 				npc->ym = -0x200;
 				npc->act_no = 110;
 				npc->bits |= NPC_IGNORE_SOLIDITY;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 				SetQuake(10);
 
 				for (i = 0; i < 4; ++i)
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -34,7 +34,7 @@
 			npc->ani_wait = 0;
 			npc->x += 6 * 0x200;
 			npc->tgt_x = npc->x;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			if (++npc->act_wait == 64)
@@ -53,7 +53,7 @@
 				npc->act_no = 4;
 				npc->act_wait = 0;
 				npc->ani_no = 1;
-				PlaySoundObject(23, 1);
+				PlaySoundObject(23, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -242,7 +242,7 @@
 		case 0:
 			npc->act_no = 1;
 			npc->y -= 8 * 0x200;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			if (++npc->act_wait / 2 % 2)
@@ -353,7 +353,7 @@
 			else
 				npc->direct = 2;
 
-			PlaySoundObject(103, 1);
+			PlaySoundObject(103, SOUND_MODE_PLAY);
 
 			if (gMC.y < 160 * 0x200)
 				npc->count2 = 290;
@@ -389,7 +389,7 @@
 				if (y > (gMap.length - 2) * 0x200 * 0x10)
 					y = (gMap.length - 2) * 0x200 * 0x10;
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 				SetNpChar(npc->count2, x, y, 0, 0, 0, NULL, 0x100);
 			}
 
@@ -435,7 +435,7 @@
 			else
 				npc->direct = 2;
 
-			PlaySoundObject(103, 1);
+			PlaySoundObject(103, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 51:
 			if (++npc->act_wait / 2 % 2)
@@ -496,7 +496,7 @@
 						}
 					}
 
-					PlaySoundObject(39, 1);
+					PlaySoundObject(39, SOUND_MODE_PLAY);
 					SetNpChar(301, x, y, 0, 0, direct, NULL, 0x100);
 				}
 			}
@@ -551,7 +551,7 @@
 					}
 				}
 
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 				SetNpChar(301, x, y, 0, 0, direct, NULL, 0x100);
 			}
 
@@ -659,7 +659,7 @@
 		case 0:
 			npc->act_no = 1;
 			npc->y -= 4 * 0x200;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			npc->count2 = npc->life;
 			// Fallthrough
 		case 1:
@@ -860,7 +860,7 @@
 				npc->ani_no = 4;
 
 			if (npc->act_wait % 5 == 1)
-				PlaySoundObject(109, 1);
+				PlaySoundObject(109, SOUND_MODE_PLAY);
 
 			break;
 
@@ -1118,7 +1118,7 @@
 			break;
 
 		case 2:
-			PlaySoundObject(44, 1);
+			PlaySoundObject(44, SOUND_MODE_PLAY);
 			npc->act_no = 3;
 			npc->act_wait = 0;
 			npc->bits |= NPC_IGNORE_SOLIDITY;
@@ -1220,7 +1220,7 @@
 				else
 					npc->act_no = 10;
 
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 				npc->ym = -0x600;
 
 				if (npc->direct == 0)
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -704,7 +704,7 @@
 				npc->xm /= 2;
 				npc->ani_no = 2;
 				npc->act_no = 30;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1141,7 +1141,7 @@
 				npc->ani_no = 3;
 				npc->xm = 2 * Random(-0x200, 0x200);
 				npc->ym = -0x800;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 				++npc->count1;
 			}
 
@@ -1209,7 +1209,7 @@
 				else
 					npc->xm = 0x5FF;
 
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 				npc->bits &= ~NPC_SHOOTABLE;
 				npc->bits |= NPC_INVULNERABLE;
 				npc->damage = 10;
@@ -1232,7 +1232,7 @@
 			npc->act_no = 221;
 			npc->act_wait = 0;
 			SetQuake(16);
-			PlaySoundObject(26, 1);
+			PlaySoundObject(26, SOUND_MODE_PLAY);
 			npc->damage = 4;
 			// Fallthrough
 		case 221:
@@ -1289,7 +1289,7 @@
 				npc->act_no = 320;
 				npc->ani_no = 12;
 				npc->ym = -0x800;
-				PlaySoundObject(25, 1);
+				PlaySoundObject(25, SOUND_MODE_PLAY);
 				npc->bits |= NPC_IGNORE_SOLIDITY;
 				npc->bits &= ~NPC_SHOOTABLE;
 				npc->bits |= NPC_INVULNERABLE;
@@ -1312,7 +1312,7 @@
 			npc->act_no = 331;
 			npc->act_wait = 0;
 			SetQuake(16);
-			PlaySoundObject(26, 1);
+			PlaySoundObject(26, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 331:
 			if (++npc->ani_no > 13)
@@ -1411,7 +1411,7 @@
 				npc->ym = -0x200;
 				npc->act_no = 110;
 				npc->bits |= NPC_IGNORE_SOLIDITY;
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 				SetQuake(10);
 
 				for (i = 0; i < 2; ++i)
@@ -1513,7 +1513,7 @@
 				npc->ani_no = 3;
 				npc->xm = 2 * Random(-0x200, 0x200);
 				npc->ym = -0x800;
-				PlaySoundObject(30, 1);
+				PlaySoundObject(30, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1626,7 +1626,7 @@
 			else
 				npc->xm = -0x100;
 
-			PlaySoundObject(50, 1);
+			PlaySoundObject(50, SOUND_MODE_PLAY);
 
 			break;
 
@@ -1734,7 +1734,7 @@
 				npc->act_wait = 0;
 				npc->act_no = 12;
 				npc->ani_no = 3;
-				PlaySoundObject(39, 1);
+				PlaySoundObject(39, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -1796,7 +1796,7 @@
 			else
 				npc->xm = -0x40;
 
-			PlaySoundObject(54, 1);
+			PlaySoundObject(54, SOUND_MODE_PLAY);
 			break;
 
 		case 1:
@@ -1895,7 +1895,7 @@
 
 			if (npc->flag & 8)
 			{
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 				SetDestroyNpChar(npc->x, npc->y, 0, 3);
 				npc->cond = 0;
 			}
--- a/src/NpcAct320.cpp
+++ b/src/NpcAct320.cpp
@@ -168,7 +168,7 @@
 	{
 		SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct);
 		SetCaret(npc->pNpc->x, npc->pNpc->y, 3, 0);
-		PlaySoundObject(117, 1);
+		PlaySoundObject(117, SOUND_MODE_PLAY);
 	}
 
 	if (gMC.direct == 0)
@@ -192,7 +192,7 @@
 		npc->act_wait = 0;
 		npc->bits &= ~NPC_SHOOTABLE;
 		npc->bits |= NPC_INVULNERABLE;
-		PlaySoundObject(22, 1);
+		PlaySoundObject(22, SOUND_MODE_PLAY);
 	}
 
 	switch (npc->act_no)
@@ -247,7 +247,7 @@
 					npc->hit.top = 48 * 0x200;
 					npc->hit.bottom = 48 * 0x200;
 					npc->damage = 12;
-					PlaySoundObject(26, 1);
+					PlaySoundObject(26, SOUND_MODE_PLAY);
 					SetDestroyNpChar(npc->x, npc->y, 0x6000, 40);
 					SetQuake(10);
 
@@ -404,7 +404,7 @@
 	{
 		case 0:
 			npc->act_no = 1;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1:
 			if (++npc->ani_wait > 0)
@@ -424,7 +424,7 @@
 				npc->damage = 10;
 				npc->view.front = 8 * 0x200;
 				npc->view.top = 12 * 0x200;
-				PlaySoundObject(101, 1);
+				PlaySoundObject(101, SOUND_MODE_PLAY);
 				SetDestroyNpChar(npc->x, npc->y + (84 * 0x200), 0, 3);
 			}
 
@@ -812,7 +812,7 @@
 	switch (npc->act_no)
 	{
 		case 0:
-			PlaySoundObject(44, 1);
+			PlaySoundObject(44, SOUND_MODE_PLAY);
 			npc->act_no = 1;
 
 			if (npc->direct == 0)
@@ -838,7 +838,7 @@
 
 				SetNpChar(331, npc->x, npc->y, xm, -0x400, 0, 0, 0x100);
 
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 			}
 
 			break;
@@ -868,7 +868,7 @@
 			npc->act_no = 1;
 			npc->tgt_x = npc->x;
 			npc->tgt_y = npc->y;
-			PlaySoundObject(103, 1);
+			PlaySoundObject(103, SOUND_MODE_PLAY);
 			npc->y = gMC.y;
 			// Fallthrough
 		case 1:
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -152,7 +152,7 @@
 			else
 				npc->direct = 2;
 
-			PlaySoundObject(25, 1);
+			PlaySoundObject(25, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 211:
 			if (npc->direct == 0)
@@ -171,7 +171,7 @@
 				npc->act_wait = 0;
 				npc->damage = 3;
 				SetQuake2(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			if (npc->direct == 2 && npc->flag & 4)
@@ -180,7 +180,7 @@
 				npc->act_wait = 0;
 				npc->damage = 3;
 				SetQuake2(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			if (npc->count1 < 4 && gMC.x > npc->x - (16 * 0x200) && gMC.x < npc->x + (16 * 0x200))
@@ -211,7 +211,7 @@
 			npc->xm = 0;
 			npc->damage = 10;
 			npc->direct = 0;
-			PlaySoundObject(25, 1);
+			PlaySoundObject(25, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 221:
 			npc->ym = -0x800;
@@ -238,7 +238,7 @@
 				SetNpChar(332, npc->x - (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
 				SetNpChar(332, npc->x + (12 * 0x200), npc->y - (12 * 0x200), 0, 0, 2, NULL, 0x100);
 				SetQuake2(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
@@ -269,7 +269,7 @@
 			npc->xm = 0;
 			npc->damage = 10;
 			npc->direct = 2;
-			PlaySoundObject(25, 1);
+			PlaySoundObject(25, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 231:
 			npc->ym = 0x800;
@@ -299,7 +299,7 @@
 				SetNpChar(332, npc->x - (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 0, NULL, 0x100);
 				SetNpChar(332, npc->x + (12 * 0x200), npc->y + (12 * 0x200), 0, 0, 2, NULL, 0x100);
 				SetQuake2(10);
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			if (npc->count1 < 4 && gMC.y > npc->y - (16 * 0x200) && gMC.y < npc->y + (16 * 0x200))
@@ -458,7 +458,7 @@
 			npc->xm = 0;
 			npc->bits &= ~NPC_SHOOTABLE;
 			SetDestroyNpChar(npc->x, npc->y, 0x10, 0x10);
-			PlaySoundObject(72, 1);
+			PlaySoundObject(72, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 1001:
 			npc->ym += 0x20;
@@ -514,7 +514,7 @@
 				npc->act_no = 1005;
 				npc->act_wait = 0;
 				SetFlash(0, 0, 2);
-				PlaySoundObject(29, 1);
+				PlaySoundObject(29, SOUND_MODE_PLAY);
 			}
 
 			if (++npc->act_wait / 2 % 2)
@@ -663,7 +663,7 @@
 				npc->act_no = 22;
 				npc->bits &= ~NPC_SHOOTABLE;
 				SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
-				PlaySoundObject(71, 1);
+				PlaySoundObject(71, SOUND_MODE_PLAY);
 			}
 
 			npc->pNpc->count1 = 4;
@@ -746,7 +746,7 @@
 			npc->damage = 5;
 			npc->bits &= ~(NPC_IGNORE_SOLIDITY | NPC_SHOOTABLE);
 			SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
-			PlaySoundObject(71, 1);
+			PlaySoundObject(71, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 41:
 			if (npc->flag & 1)
@@ -766,7 +766,7 @@
 				}
 
 				npc->ym = -0x800;
-				PlaySoundObject(26, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
 			}
 
 			npc->ym += 0x20;
@@ -796,7 +796,7 @@
 			else
 			{
 				SetDestroyNpChar(npc->x, npc->y, 0x2000, 0x20);
-				PlaySoundObject(71, 1);
+				PlaySoundObject(71, SOUND_MODE_PLAY);
 				VanishNpChar(npc);
 				return;
 			}
@@ -813,7 +813,7 @@
 				{
 					SetNpChar(4, npc->x + (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
 					SetNpChar(4, npc->x - (8 * 0x200), npc->y + 0x1800, 0, 0, 0, NULL, 0x100);
-					PlaySoundObject(26, 1);
+					PlaySoundObject(26, SOUND_MODE_PLAY);
 				}
 				break;
 
@@ -822,7 +822,7 @@
 				{
 					SetNpChar(4, npc->x - (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
 					SetNpChar(4, npc->x - (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
-					PlaySoundObject(26, 1);
+					PlaySoundObject(26, SOUND_MODE_PLAY);
 				}
 				break;
 
@@ -832,7 +832,7 @@
 					SetNpChar(4, npc->x + (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
 					SetNpChar(4, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
 					SetNpChar(345, npc->x - (8 * 0x200), npc->y - (12 * 0x200), 0, 0, 0, NULL, 0x100);
-					PlaySoundObject(26, 1);
+					PlaySoundObject(26, SOUND_MODE_PLAY);
 				}
 				break;
 
@@ -841,7 +841,7 @@
 				{
 					SetNpChar(4, npc->x + (12 * 0x200), npc->y + (8 * 0x200), 0, 0, 0, NULL, 0x100);
 					SetNpChar(4, npc->x + (12 * 0x200), npc->y - (8 * 0x200), 0, 0, 0, NULL, 0x100);
-					PlaySoundObject(26, 1);
+					PlaySoundObject(26, SOUND_MODE_PLAY);
 				}
 				break;
 		}
@@ -937,7 +937,7 @@
 				npc->ym = -0x200;
 				npc->act_no = 110;
 				npc->bits |= NPC_IGNORE_SOLIDITY;
-				PlaySoundObject(12, 1);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 				SetQuake(10);
 
 				for (i = 0; i < 4; ++i)
@@ -1135,7 +1135,7 @@
 			{
 				npc->act_no = 12;
 				npc->xm = 0x700;
-				PlaySoundObject(6, 1);
+				PlaySoundObject(6, SOUND_MODE_PLAY);
 				npc->ani_no = 3;
 			}
 
@@ -1746,8 +1746,8 @@
 			{
 				npc->act_wait = 0;
 				SetQuake(20);
-				PlaySoundObject(26, 1);
-				PlaySoundObject(12, 1);
+				PlaySoundObject(26, SOUND_MODE_PLAY);
+				PlaySoundObject(12, SOUND_MODE_PLAY);
 
 				if (npc->direct == 0)
 					npc->x -= 16 * 0x200;
@@ -1901,7 +1901,7 @@
 		case 10:
 			npc->act_wait = 0;
 			npc->act_no = 11;
-			PlaySoundObject(29, 1);
+			PlaySoundObject(29, SOUND_MODE_PLAY);
 			// Fallthrough
 		case 11:
 			++npc->act_wait;
--- a/src/NpcHit.cpp
+++ b/src/NpcHit.cpp
@@ -463,7 +463,7 @@
 	int val;
 
 	// Play death sound
-	PlaySoundObject(npc->destroy_voice, 1);
+	PlaySoundObject(npc->destroy_voice, SOUND_MODE_PLAY);
 
 	// Create smoke
 	switch (npc->size)
@@ -594,7 +594,7 @@
 							SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
 							SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
 							SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
-							PlaySoundObject(gNPC[n].hit_voice, 1);
+							PlaySoundObject(gNPC[n].hit_voice, SOUND_MODE_PLAY);
 							gNPC[n].shock = 16;
 						}
 
@@ -615,7 +615,7 @@
 				{
 					// Hit invulnerable NPC
 					SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 2, 2);
-					PlaySoundObject(31, 1);
+					PlaySoundObject(31, SOUND_MODE_PLAY);
 					gBul[b].life = 0;
 					continue;
 				}
--- a/src/SelStage.cpp
+++ b/src/SelStage.cpp
@@ -100,7 +100,7 @@
 		StartTextScript(gPermitStage[gSelectedStage].index + 1000);
 
 	if (gKeyTrg & (gKeyLeft | gKeyRight))
-		PlaySoundObject(1, 1);
+		PlaySoundObject(1, SOUND_MODE_PLAY);
 }
 
 void PutStageSelectObject(void)
--- a/src/Shoot.cpp
+++ b/src/Shoot.cpp
@@ -82,7 +82,7 @@
 				}
 			}
 
-			PlaySoundObject(33, 1);
+			PlaySoundObject(33, SOUND_MODE_PLAY);
 		}
 	}
 }
@@ -113,7 +113,7 @@
 	{
 		if (!UseArmsEnergy(1))
 		{
-			PlaySoundObject(37, 1);
+			PlaySoundObject(37, SOUND_MODE_PLAY);
 		}
 		else
 		{
@@ -158,9 +158,9 @@
 			}
 
 			if (level == 3)
-				PlaySoundObject(49, 1);
+				PlaySoundObject(49, SOUND_MODE_PLAY);
 			else
-				PlaySoundObject(32, 1);
+				PlaySoundObject(32, SOUND_MODE_PLAY);
 		}
 	}
 }
@@ -241,7 +241,7 @@
 				}
 			}
 
-			PlaySoundObject(34, 1);
+			PlaySoundObject(34, SOUND_MODE_PLAY);
 		}
 	}
 }
@@ -281,7 +281,7 @@
 
 		if (!UseArmsEnergy(1))
 		{
-			PlaySoundObject(37, 1);
+			PlaySoundObject(37, SOUND_MODE_PLAY);
 
 			if (empty == 0)
 			{
@@ -349,9 +349,9 @@
 		}
 
 		if (level == 3)
-			PlaySoundObject(49, 1);
+			PlaySoundObject(49, SOUND_MODE_PLAY);
 		else
-			PlaySoundObject(32, 1);
+			PlaySoundObject(32, SOUND_MODE_PLAY);
 	}
 	else
 	{
@@ -482,7 +482,7 @@
 		{
 			if (!UseArmsEnergy(1))
 			{
-				PlaySoundObject(37, 1);
+				PlaySoundObject(37, SOUND_MODE_PLAY);
 
 				if (empty == 0)
 				{
@@ -537,7 +537,7 @@
 		{
 			if (!UseArmsEnergy(1))
 			{
-				PlaySoundObject(37, 1);
+				PlaySoundObject(37, SOUND_MODE_PLAY);
 
 				if (empty == 0)
 				{
@@ -601,7 +601,7 @@
 			}
 		}
 
-		PlaySoundObject(32, 1);
+		PlaySoundObject(32, SOUND_MODE_PLAY);
 	}
 }
 
@@ -616,7 +616,7 @@
 	{
 		if (!UseArmsEnergy(1))
 		{
-			PlaySoundObject(37, 1);
+			PlaySoundObject(37, SOUND_MODE_PLAY);
 
 			if (empty == 0)
 			{
@@ -667,7 +667,7 @@
 			}
 		}
 
-		PlaySoundObject(48, 1);
+		PlaySoundObject(48, SOUND_MODE_PLAY);
 	}
 	else if (++wait > 20)
 	{
@@ -697,7 +697,7 @@
 
 		if (!UseArmsEnergy(1))
 		{
-			PlaySoundObject(37, 1);
+			PlaySoundObject(37, SOUND_MODE_PLAY);
 
 			if (empty == 0)
 			{
@@ -748,7 +748,7 @@
 			}
 		}
 
-		PlaySoundObject(48, 1);
+		PlaySoundObject(48, SOUND_MODE_PLAY);
 	}
 	else if (++wait > 1)
 	{
@@ -803,7 +803,7 @@
 				SetBullet(bul_no, gMC.x - (6 * 0x200), gMC.y - (3 * 0x200), 2);
 		}
 
-		PlaySoundObject(34, 1);
+		PlaySoundObject(34, SOUND_MODE_PLAY);
 	}
 }
 
@@ -833,7 +833,7 @@
 	{
 		if (!UseArmsEnergy(1))
 		{
-			PlaySoundObject(37, 1);
+			PlaySoundObject(37, SOUND_MODE_PLAY);
 		}
 		else
 		{
@@ -880,15 +880,15 @@
 			switch (level)
 			{
 				case 1:
-					PlaySoundObject(117, 1);
+					PlaySoundObject(117, SOUND_MODE_PLAY);
 					break;
 
 				case 2:
-					PlaySoundObject(49, 1);
+					PlaySoundObject(49, SOUND_MODE_PLAY);
 					break;
 
 				case 3:
-					PlaySoundObject(60, 1);
+					PlaySoundObject(60, SOUND_MODE_PLAY);
 					break;
 			}
 		}
@@ -925,16 +925,16 @@
 			switch (level)
 			{
 				case 1:
-					PlaySoundObject(59, 1);
+					PlaySoundObject(59, SOUND_MODE_PLAY);
 					break;
 
 				case 2:
-					PlaySoundObject(60, 1);
+					PlaySoundObject(60, SOUND_MODE_PLAY);
 					break;
 
 				case 3:
 					if (!IsMaxExpMyChar())
-						PlaySoundObject(61, 1);
+						PlaySoundObject(61, SOUND_MODE_PLAY);
 
 					break;
 			}
@@ -953,7 +953,7 @@
 		if (!bMax)
 		{
 			bMax = TRUE;
-			PlaySoundObject(65, 1);
+			PlaySoundObject(65, SOUND_MODE_PLAY);
 		}
 	}
 	else
@@ -991,7 +991,7 @@
 	{
 		if (!UseArmsEnergy(1))
 		{
-			PlaySoundObject(37, 1);
+			PlaySoundObject(37, SOUND_MODE_PLAY);
 		}
 		else
 		{
@@ -1038,19 +1038,19 @@
 			switch (bul_no)
 			{
 				case 6:
-					PlaySoundObject(49, 1);
+					PlaySoundObject(49, SOUND_MODE_PLAY);
 					break;
 
 				case 37:
-					PlaySoundObject(62, 1);
+					PlaySoundObject(62, SOUND_MODE_PLAY);
 					break;
 
 				case 38:
-					PlaySoundObject(63, 1);
+					PlaySoundObject(63, SOUND_MODE_PLAY);
 					break;
 
 				case 39:
-					PlaySoundObject(64, 1);
+					PlaySoundObject(64, SOUND_MODE_PLAY);
 					break;
 			}
 		}
--- a/src/Sound.cpp
+++ b/src/Sound.cpp
@@ -243,7 +243,7 @@
 	return TRUE;
 }
 
-void PlaySoundObject(int no, int mode)
+void PlaySoundObject(int no, SoundMode mode)
 {
 	if (lpDS == NULL)
 		return;
@@ -252,17 +252,17 @@
 	{
 		switch (mode)
 		{
-			case 0:	// 停止 (Stop)
+			case SOUND_MODE_STOP:	// 停止 (Stop)
 				lpSECONDARYBUFFER[no]->Stop();
 				break;
 
-			case 1:	// 再生 (Playback)
+			case SOUND_MODE_PLAY:	// 再生 (Playback)
 				lpSECONDARYBUFFER[no]->Stop();
 				lpSECONDARYBUFFER[no]->SetCurrentPosition(0);
 				lpSECONDARYBUFFER[no]->Play(0, 0, 0);
 				break;
 
-			case -1:// ループ再生 (Loop playback)
+			case SOUND_MODE_PLAY_LOOP:// ループ再生 (Loop playback)
 				lpSECONDARYBUFFER[no]->Play(0, 0, DSBPLAY_LOOPING);
 				break;
 		}
--- a/src/Sound.h
+++ b/src/Sound.h
@@ -30,6 +30,13 @@
 	// To be continued
 };
 
+enum SoundMode
+{
+	SOUND_MODE_PLAY_LOOP = -1,
+	SOUND_MODE_STOP = 0,
+	SOUND_MODE_PLAY = 1
+};
+
 extern LPDIRECTSOUND lpDS;
 extern LPDIRECTSOUNDBUFFER lpSECONDARYBUFFER[SE_MAX];
 
@@ -37,7 +44,7 @@
 void EndDirectSound(void);
 BOOL InitSoundObject(LPCSTR resname, int no);
 BOOL LoadSoundObject(LPCSTR file_name, int no);
-void PlaySoundObject(int no, int mode);
+void PlaySoundObject(int no, SoundMode mode);
 void ChangeSoundFrequency(int no, DWORD rate);
 void ChangeSoundVolume(int no, long volume);
 void ChangeSoundPan(int no, long pan);
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -416,7 +416,7 @@
 	strcat(text[gTS.line % 4], str);
 
 	// Play sound and reset blinking cursor
-	PlaySoundObject(2, 1);
+	PlaySoundObject(2, SOUND_MODE_PLAY);
 	gTS.wait_beam = 0;
 
 	// Check if should move to next line (prevent a memory overflow, come on guys, this isn't a leftover of pixel trying to make text wrapping)
@@ -650,7 +650,7 @@
 					else if (IS_COMMAND('I','T','+'))
 					{
 						x = GetTextScriptNo(gTS.p_read + 4);
-						PlaySoundObject(38, 1);
+						PlaySoundObject(38, SOUND_MODE_PLAY);
 						AddItemData(x);
 						gTS.p_read += 8;
 					}
@@ -683,7 +683,7 @@
 						gNumberTextScript[1] = z;
 					#endif
 
-						PlaySoundObject(38, 1);
+						PlaySoundObject(38, SOUND_MODE_PLAY);
 						AddArmsData(w, x);
 						gTS.p_read += 13;
 					}
@@ -888,7 +888,7 @@
 						gTS.next_event = GetTextScriptNo(gTS.p_read + 4);
 						gTS.p_read += 8;
 						gTS.mode = 6;
-						PlaySoundObject(5, 1);
+						PlaySoundObject(5, SOUND_MODE_PLAY);
 						gTS.wait = 0;
 						gTS.select = 0;
 						bExit = TRUE;
@@ -1049,7 +1049,7 @@
 					else if (IS_COMMAND('S','O','U'))
 					{
 						z = GetTextScriptNo(gTS.p_read + 4);
-						PlaySoundObject(z, 1);
+						PlaySoundObject(z, SOUND_MODE_PLAY);
 						gTS.p_read += 8;
 					}
 					else if (IS_COMMAND('C','M','U'))
@@ -1372,7 +1372,7 @@
 						}
 
 						strcat(text[gTS.line % 4], c);
-						PlaySoundObject(2, 1);
+						PlaySoundObject(2, SOUND_MODE_PLAY);
 						gTS.wait_beam = 0;
 
 						// Offset read and write positions
@@ -1459,7 +1459,7 @@
 				// Select option
 				if (gKeyTrg & gKeyOk)
 				{
-					PlaySoundObject(18, 1);
+					PlaySoundObject(18, SOUND_MODE_PLAY);
 
 					if (gTS.select == 1)
 					{
@@ -1475,13 +1475,13 @@
 				else if (gKeyTrg & gKeyLeft)
 				{
 					gTS.select = 0;
-					PlaySoundObject(1, 1);
+					PlaySoundObject(1, SOUND_MODE_PLAY);
 				}
 				// No
 				else if (gKeyTrg & gKeyRight)
 				{
 					gTS.select = 1;
-					PlaySoundObject(1, 1);
+					PlaySoundObject(1, SOUND_MODE_PLAY);
 				}
 			}
 			break;