rem: && (CurrentMenuState.select ||  CurrentMenuState.up ||  CurrentMenuState.down ||  CurrentMenuState.left ||  CurrentMenuState.right)
add: && (input & (sound_0 | sound_1))
context: DoInput (PVOID pInputState, BOOLEAN resetInput){	SetMenuRepeatDelay (ACCELERATION_INCREMENT, MENU_REPEAT_DELAY, ACCELERATION_INCREMENT, FALSE);	if (resetInput)	{		TFB_ResetControls ();	}	do	{		TaskSwitch ();		UpdateInputState ();#if DEMO_MODE || CREATE_JOURNAL		if (ArrowInput != DemoInput)#endif		{#if CREATE_JOURNAL			JournalInput (InputState);#endif /* CREATE_JOURNAL */		}		if (CurrentInputState.exit)			ExitState = ConfirmExit ();					if (MenuSounds				&& (pSolarSysState == 0						/* see if in menu */				|| pSolarSysState->MenuState.CurState				|| pSolarSysState->MenuState.Initialized > 2)				&& (CurrentMenuState.select				||  CurrentMenuState.up				||  CurrentMenuState.down				||  CurrentMenuState.left				||  CurrentMenuState.right)#ifdef NEVER				&& !PLRPlaying ((MUSIC_REF)~0)#endif /* NEVER */				)		{			SOUND S;			S = MenuSounds;			if (CurrentMenuState.select)				S = SetAbsSoundIndex (S, 1);			PlaySoundEffect (S, 0, NotPositional (), NULL, 0);		}	} while ((*((PINPUT_STATE_DESC)pInputState)->InputFunc)			(pInputState));	if (resetInput)	{		TFB_ResetControls ();	}}