anchor.diff:    SaveStream.Write(fCount);
     for I := 0 to fCount-1 do
     begin
  -    SaveStream.Write(fSounds[I].ScriptIndex);
  -    SaveStream.WriteA(fSounds[I].SoundName);
  -    SaveStream.Write(fSounds[I].Volume);
  -    SaveStream.Write(fSounds[I].Radius);
  -    SaveStream.Write(fSounds[I].Attenuate);
  -    SaveStream.Write(fSounds[I].Loc);
  -    SaveStream.Write(fSounds[I].HandIndex);
  +    SaveStream.Write(fScriptSounds[I].ScriptIndex);
  +    SaveStream.WriteA(fScriptSounds[I].SoundName);
  +    SaveStream.Write(fScriptSounds[I].Volume);
  +    SaveStream.Write(fScriptSounds[I].Radius);
  +    SaveStream.Write(fScriptSounds[I].Attenuate);
  +    SaveStream.Write(fScriptSounds[I].Loc);
  +    SaveStream.Write(fScriptSounds[I].HandIndex);
     end;
   end;
   
  
positive.code:   gLog.AddTime('ALC_STEREO_SOURCES',NumStereo);
  
    for I:=1 to MAX_SOUNDS do begin
      AlGenBuffers(1, @fSound[i].ALBuffer);
      AlGenSources(1, @fSound[i].ALSource);
    end;
  
    CheckOpenALError;
  
negative.code:   if fScriptSoundIndex[aIndex] = -1 then Exit;
  
    //Stop previously playing sound and release buffer
    AlSourceStop(fALSounds[fScriptSoundIndex[aIndex]].ALSource);
    AlSourcei(fALSounds[fScriptSoundIndex[aIndex]].ALSource, AL_BUFFER, 0);
  
    fALSounds[fScriptSoundIndex[aIndex]].PlaySince := 0;
    fScriptSoundIndex[aIndex] := -1;
  end;
  
  