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