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Part of #653.
Checklist
Description
Fixes a bug with how TR2/3 sample indices were being stored. Although it worked for OG, starting to change things during randomization highlighted issues where the indices weren't being written back properly. We now only refer to the first sample for each sound effect and store the count, as this is what the engine does - the "next" ones always proceed the first. Writing back also enforces the required sorting, otherwise the game crashes due to the way it reads
MAIN.SFX
.This change required a regeneration of the object cache, otherwise imported enemies would be silent.
TR1/4/5 are fine as they store the WAV data in the levels anyway, so when changing things we just move the sample data around.