anchor.diff:    AN: TAttackNotification;
     SpeechPath: string;
   begin
  -  SpeechPath := ExeDir + 'data\sfx\speech.'+fLocale+'\';
  +  SpeechPath := ExeDir + 'data\sfx\speech.' + fLocale + '\';
   
     //Reset counts from previous locale/unsuccessful load
     FillChar(fWarriorSoundCount, SizeOf(fWarriorSoundCount), #0);
  
positive.code: end;
  
  
  procedure TSoundLib.PlayNotification(aSound:TAttackNotification);
  var Wave:string; Count:byte;
  begin
    if not fIsSoundInitialized then Exit;
  
  
negative.code: end;
  
  
  function TSoundLib.ActiveCount: Byte;
  var I: Integer;
  begin
    Result := 0;
    for I := 1 to MAX_SOUNDS do
    if (fSound[I].PlaySince <> 0) and (fSound[I].PlaySince + fSound[I].Duration > GetTickCount) then
      Inc(Result)
    else
      fSound[I].PlaySince := 0;
  end;
  
  
  procedure TSoundLib.Paint;
  var I: Integer;
  begin
    fRenderAux.CircleOnTerrain(fListener.Pos[1], fListener.Pos[2], MAX_DISTANCE, $00000000, $FFFFFFFF);
    for I := 1 to MAX_SOUNDS do
    if (fSound[I].PlaySince <> 0) and (fSound[I].PlaySince + fSound[I].Duration > GetTickCount) then
    begin
      fRenderAux.CircleOnTerrain(fSound[I].Position.X, fSound[I].Position.Y, 5, $4000FFFF, $FFFFFFFF);
      fRenderAux.Text(Round(fSound[I].Position.X), Round(fSound[I].Position.Y), fSound[I].Name, $FFFFFFFF);
    end else
      fSound[I].PlaySince := 0;
  end;
  
  
  procedure TSoundLib.UpdateStateIdle;
  var I: Integer; FoundFaded: Boolean;
  begin
    if not fMusicIsFaded then Exit;
  
    FoundFaded := False;
    for I := 1 to MAX_SOUNDS do
      if fSound[I].FadesMusic then
      begin
        FoundFaded := true;
        if (fSound[I].PlaySince <> 0) and (fSound[I].PlaySince + fSound[I].Duration > GetTickCount) then
          Exit //There is still a faded sound playing
        else
          fSound[I].FadesMusic := False; //Make sure we don't resume more than once for this sound
      end;
    //If we reached the end without exiting then we need to resume the music
    fMusicIsFaded := False;
    if FoundFaded and Assigned(fOnUnfadeMusic) then
      fOnUnfadeMusic(Self);
  end;
  
  
  