// Sound effects for player scripts go here. // Link to sound folder //let sddir = GetCurrentScriptDirectory() ~ "./PlayerSFX"; string[] SFXList = GetFilePathList("script/KevinSystem/PlayerSFX/"); let SFXVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01; const Base1 = ObjSound_Create(), Base2 = ObjSound_Create(), Base3 = ObjSound_Create(), Bomb1 = ObjSound_Create(), Fire = ObjSound_Create(), Explosion1 = ObjSound_Create(), Graze = ObjSound_Create(), LaserAct = ObjSound_Create(), LaserDeact = ObjSound_Create(), Explosion2 = ObjSound_Create(), PlayerHit = ObjSound_Create(), PlayerDie = ObjSound_Create(), Misc1 = ObjSound_Create(), Shine = ObjSound_Create(), Splash = ObjSound_Create(), PlayerDie2 = ObjSound_Create(), Misc2 = ObjSound_Create(), Base4 = ObjSound_Create(), Bomb2 = ObjSound_Create(), MasterSpark = ObjSound_Create(), Misc3 = ObjSound_Create(), Base5 = ObjSound_Create(); let VarList = [Base1, Base2, Base3, Bomb1, Fire, Explosion1, Graze, LaserAct, LaserDeact, Explosion2, PlayerHit, PlayerDie, Misc1, Shine, Splash, PlayerDie2, Misc2, Base4, Bomb2, MasterSpark, Misc3, Base5]; let VolList = [40, 40, 40, 40, 40, 40, 40, 40, 40, 80, 80, 80, 40, 80, 40, 80, 40, 40, 40, 40, 40, 40]; // Function for loading and setting volume of a sound object task _Init(){ } function LoadEx(obj, targetpath, targetvol){ //int obj = ObjSound_Create(); ObjSound_Load(obj, targetpath); ObjSound_SetVolumeRate(obj, targetvol * SFXVol); ObjSound_SetSoundDivision(obj, SOUND_SE); //return obj; } task _SoundTask(){ int i = 0; WriteLog("File being read is " ~ SFXList[0]); for each(var objSound in ref VarList){ LoadEx(objSound, SFXList[i], 25); i++; } }