// Sound effects for player scripts go here. // Link to sound folder let sddir = GetCurrentScriptDirectory() ~ "./PlayerSFX"; //let sddir = GetCurrentScriptDirectory() ~ "./sound"; let SFXVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01; // Function for loading and setting volume of a sound object function LoadEx(targetobj, targetpath, targetvol){ ObjSound_Load(targetobj, targetpath); ObjSound_SetVolumeRate(targetobj, targetvol * SFXVol); ObjSound_SetSoundDivision(targetobj, SOUND_SE); } // Universal sounds let baseshot = sddir ~ "./retrolaser.wav"; let bomb = sddir ~ "./bfxr_kyliejennerarabqueen.wav"; let ded = sddir ~ "./bfxr_PlayerShootdown.wav"; let hit = sddir ~ "./bfxr_PlayerHit.wav"; let graze = sddir ~ "./bfxr_Graze.wav"; let basesfx = ObjSound_Create(); let bombsfx = ObjSound_Create(); let deathsfx = ObjSound_Create(); let predeathsfx = ObjSound_Create(); let grazesfx = ObjSound_Create(); /**/ // Marisa & Housui's sounds, "inferno" is shared with Eri/Ten let teleporthigh = sddir ~ "./bfxr_teleporthigh.wav"; let teleportlow = sddir ~ "./bfxr_teleportlow.wav"; let missileboom = ObjSound_Create(); let inferno = ObjSound_Create(); let bombhousui = ObjSound_Create(); // Pankevin & Kouda's sounds let orbfront = ObjSound_Create(); let orbback = ObjSound_Create(); let scythecall = ObjSound_Create(); let splash = ObjSound_Create(); let scythefire = ObjSound_Create(); task _SoundTask(){ LoadEx(basesfx, baseshot, 20); LoadEx(bombsfx, bomb, 75); LoadEx(deathsfx, ded, 40); LoadEx(predeathsfx, hit, 100); LoadEx(orbfront, teleporthigh, 20); LoadEx(orbback, teleportlow, 20); LoadEx(scythecall, sddir ~ "./bfxr_scythecall.wav", 15); LoadEx(splash, sddir ~ "./bfxr_splash.wav", 12.5); LoadEx(scythefire, sddir ~ "./bfxr_watershoot.wav", 8); LoadEx(missileboom, sddir ~ "./bfxr_missileexplode.wav", 18); LoadEx(inferno, sddir ~ "./retrolaser2.wav", 30); LoadEx(bombhousui, sddir ~ "./bfxr_arabqueenhousama.wav", 35); LoadEx(grazesfx, graze, 40); }