NarumiSTG_HyperSnowDrifter/script/KevinSystem/GeneralSoundLib.txt

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2023-01-26 11:34:56 +00:00
// 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();
int bossLaugh = 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, 65);
LoadEx(fire2, bullet2, 65);
LoadEx(pausesfx, pause, 40);
LoadEx(extendsfx, extend, 60);
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(choose, selection, 30);
LoadEx(thundersfx, thunder, 25);
LoadEx(charge, chargeA, 75);
LoadEx(phase, chargeB, 75);
LoadEx(fire3, bullet3, 35);
LoadEx(bombsfx, bomb, 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", 60);
LoadEx(bossBoom, libKev ~ "bossBoom.wav", 60);
LoadEx(bossLaugh, libKev ~ "RaspberryTickle_Giggle.wav", 60);
}
// 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;}