// Sound effects for boss go here. let lib = GetModuleDirectory() ~ "./script/KevinSystem/RyannSFX/ryannlib/"; let libKev = "script/KevinSound/"; let SFXVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01; // Sound paths let defeatsnd = lib ~ "../bossdie.wav"; let lw = lib ~ "sp_lastword.wav"; let bullet1 = libKev ~ "bfxr_Shoot1.wav"; // Regular bullet sound let bullet2 = libKev ~ "bfxr_Shoot2.wav"; // Shiny bullet sound let bullet3 = lib ~ "se_explode.wav"; let lightning1 = lib ~ "se_don00.wav"; // Lightning sound 1/Explosion sound let lightning2 = lib ~ "se_kira02.wav"; // Lightning sound 2 let laze = lib ~ "se_lazer01.wav"; // Laser sound let lazeB = lib ~ "se_lazer00.wav"; let slash = lib ~ "se_slash.ogg"; let pause = libKev ~ "bfxr_Pause.wav"; let chargeA = libKev ~ "bfxr_Charge.wav"; let selection = libKev ~ "se_select00.wav"; let thunder = lib ~ "se_boon00.wav"; // Thunder/delay laser sound let bomb = lib ~ "se_nep00.wav"; let extend = libKev ~ "bfxr_ExtendLegacy.wav"; // Clear game! let lenenwarn = lib ~ "../lenenwarning.wav"; let chargeB = lib ~ "se_ch01.wav"; // Sound objects declarations let warnsfx = ObjSound_Create(); let lwmusic = ObjSound_Create(); let fire1 = ObjSound_Create(); let fire2 = ObjSound_Create(); let fire3 = ObjSound_Create(); let light1 = ObjSound_Create(); let light2 = ObjSound_Create(); let laser = ObjSound_Create(); let laserB = ObjSound_Create(); let charge = ObjSound_Create(); let phase = ObjSound_Create(); let grz = ObjSound_Create(); let swing = ObjSound_Create(); let pausesfx = ObjSound_Create(); let choose = ObjSound_Create(); let thundersfx = ObjSound_Create(); let bombsfx = ObjSound_Create(); let extendsfx = ObjSound_Create(); let icebreak = ObjSound_Create(); let entrance = ObjSound_Create(); int sfxBoom = ObjSound_Create(); int bossBoom = ObjSound_Create(); // Merge function that loads sounds and significantly decreases volume // so the ears do not die from SFX overload. function LoadEx(targetobj, targetpath, targetvol){ ObjSound_Load(targetobj, targetpath); ObjSound_SetVolumeRate(targetobj, targetvol * SFXVol); ObjSound_SetSoundDivision(targetobj, SOUND_SE); } task _SoundTask{ //LoadEx(lwmusic, lw, 80); LoadEx(fire1, bullet1, 35); LoadEx(fire2, bullet2, 35); /*LoadEx(light1, lightning1, 20); LoadEx(light2, lightning2, 20); LoadEx(laser, laze, 20); LoadEx(laserB, lazeB, 20); //LoadEx(grz, graze, 20); LoadEx(swing, slash, 20); LoadEx(pausesfx, pause, 20); LoadEx(choose, selection, 18); LoadEx(thundersfx, thunder, 25); LoadEx(charge, chargeA, 40); LoadEx(phase, chargeB, 25); LoadEx(fire3, bullet3, 35); LoadEx(bombsfx, bomb, 50); LoadEx(extendsfx, extend, 50); LoadEx(warnsfx, lenenwarn, 30); LoadEx(icebreak, lib ~ "se_don00.wav", 60); LoadEx(entrance, lib ~ "se_gun00.wav", 60);*/ LoadEx(sfxBoom, libKev ~ "bfxr_EnemyBoom.wav", 45); LoadEx(bossBoom, libKev ~ "bossBoom.wav", 50); } // Functions to load sounds in scripts task Shoot1{ObjSound_Play(fire1); return;} task Shoot2{ObjSound_Play(fire2); return;} task Shoot3{ObjSound_Play(fire3); return;} task Lit1{ObjSound_Play(light1); return;} task Lit2{ObjSound_Play(light2); return;} task GrazeSFX{ObjSound_Play(grz); return;} task SwordSlashSFX{ObjSound_Play(swing); return;} task PauseGameSFX{ObjSound_Play(pausesfx); return;} task SelectOptionSFX{ObjSound_Play(choose); return;} task LaserSFX{ObjSound_Play(laser); return;} task LaserBSFX{ObjSound_Play(laserB); return;} task ThunderSFX{ObjSound_Play(thundersfx); return;} task ChargeSFX{ObjSound_Play(charge); return;} task ChargeBreakSFX{ObjSound_Play(phase); return;} task BombSFX{ObjSound_Play(bombsfx); return;} task ExtendSFX{ObjSound_Play(extendsfx); return;}