class_name LoadAllSounds static func Go(map: DynamicMap): # Dim OpenDoorSFX%(3,3), CloseDoorSFX%(3,3) for i in range(3): map.OpenDoorSFX[0][i] = Global.LoadAudio(str("SFX/Door/DoorOpen", (i + 1), ".ogg")) map.CloseDoorSFX[0][i] = Global.LoadAudio(str("SFX/Door/DoorClose", (i + 1), ".ogg")) map.OpenDoorSFX[2][i] = Global.LoadAudio(str("SFX/Door/Door2Open", (i + 1), ".ogg")) map.CloseDoorSFX[2][i] = Global.LoadAudio(str("SFX/Door/Door2Close", (i + 1), ".ogg")) map.OpenDoorSFX[3][i] = Global.LoadAudio(str("SFX/Door/ElevatorOpen", (i + 1), ".ogg")) map.CloseDoorSFX[3][i] = Global.LoadAudio(str("SFX/Door/ElevatorClose", (i + 1), ".ogg")) for i in range(2): map.OpenDoorSFX[1][i] = Global.LoadAudio(str("SFX/Door/BigDoorOpen", (i + 1), ".ogg")) map.CloseDoorSFX[1][i] = Global.LoadAudio(str("SFX/Door/BigDoorClose", (i + 1), ".ogg")) map.KeyCardSFX1 = Global.LoadAudio("SFX/Interact/KeyCardUse1.ogg") map.KeyCardSFX2 = Global.LoadAudio("SFX/Interact/KeyCardUse2.ogg") map.ButtonSFX2 = Global.LoadAudio("SFX/Interact/Button2.ogg") map.ScannerSFX1 = Global.LoadAudio("SFX/Interact/ScannerUse1.ogg") map.ScannerSFX2 = Global.LoadAudio("SFX/Interact/ScannerUse2.ogg") map.OpenDoorFastSFX = Global.LoadAudio("SFX/Door/DoorOpenFast.ogg") map.CautionSFX = Global.LoadAudio("SFX/Room/LockroomSiren.ogg") # NuclearSirenSFX% map.CameraSFX = Global.LoadAudio("SFX/General/Camera.ogg") map.StoneDragSFX = Global.LoadAudio("SFX/SCP/173/StoneDrag.ogg") map.GunshotSFX = Global.LoadAudio("SFX/General/Gunshot.ogg") map.Gunshot2SFX = Global.LoadAudio("SFX/General/Gunshot2.ogg") map.Gunshot3SFX = Global.LoadAudio("SFX/General/BulletMiss.ogg") map.BullethitSFX = Global.LoadAudio("SFX/General/BulletHit.ogg") map.TeslaIdleSFX = Global.LoadAudio("SFX/Room/Tesla/Idle.ogg") map.TeslaActivateSFX = Global.LoadAudio("SFX/Room/Tesla/WindUp.ogg") map.TeslaPowerUpSFX = Global.LoadAudio("SFX/Room/Tesla/PowerUp.ogg") map.MagnetUpSFX = Global.LoadAudio("SFX/Room/106Chamber/MagnetUp.ogg") map.MagnetDownSFX = Global.LoadAudio("SFX/Room/106Chamber/MagnetDown.ogg") # FemurBreakerSFX% # EndBreathCHN% # EndBreathSFX% # Dim DecaySFX%(5) for i in range(4): map.DecaySFX[i] = Global.LoadAudio(str("SFX/SCP/106/Decay", i, ".ogg")) map.BurstSFX = Global.LoadAudio("SFX/Room/TunnelBurst.ogg") # DrawLoading(20, True) # Dim RustleSFX%(3) for i in range(3): map.RustleSFX[i] = Global.LoadAudio(str("SFX/SCP/372/Rustle", i, ".ogg")) map.Death914SFX = Global.LoadAudio("SFX/SCP/914/PlayerDeath.ogg") map.Use914SFX = Global.LoadAudio("SFX/SCP/914/PlayerUse.ogg") # Dim DripSFX%(4) for i in range(4): map.DripSFX[i] = Global.LoadAudio(str("SFX/Character/D9341/BloodDrip", i, ".ogg")) map.LeverSFX = Global.LoadAudio("SFX/Interact/LeverFlip.ogg") map.LightSFX = Global.LoadAudio("SFX/General/LightSwitch.ogg") map.ButtGhostSFX = Global.LoadAudio("SFX/SCP/Joke/789J.ogg") # Dim RadioSFX(5,10) map.RadioSFX[1][0] = Global.LoadAudio("SFX/Radio/RadioAlarm.ogg") map.RadioSFX[1][1] = Global.LoadAudio("SFX/Radio/RadioAlarm2.ogg") for i in range(9): map.RadioSFX[2][i] = Global.LoadAudio(str("SFX/Radio/scpradio", i, ".ogg")) map.RadioSquelch = Global.LoadAudio("SFX/Radio/squelch.ogg") map.RadioStatic = Global.LoadAudio("SFX/Radio/static.ogg") map.RadioBuzz = Global.LoadAudio("SFX/Radio/buzz.ogg") map.ElevatorBeepSFX = Global.LoadAudio("SFX/General/Elevator/Beep.ogg") map.ElevatorMoveSFX = Global.LoadAudio("SFX/General/Elevator/Moving.ogg") # Dim PickSFX%(10) for i in range(4): map.PickSFX[i] = Global.LoadAudio(str("SFX/Interact/PickItem", i, ".ogg")) # AmbientSFXCHN% # CurrAmbientSFX% # Dim AmbientSFXAmount(6) # 0 = light containment, 1 = heavy containment, 2 = entrance map.AmbientSFXAmount[0] = 11 map.AmbientSFXAmount[1] = 11 map.AmbientSFXAmount[2] = 12 # 3 = general, 4 = pre-breach map.AmbientSFXAmount[3] = 15 map.AmbientSFXAmount[4] = 5 # 5 = forest map.AmbientSFXAmount[5] = 10 # Dim AmbientSFX%(6, 15) # Dim OldManSFX%(6) for i in range(3): map.OldManSFX[i] = Global.LoadAudio(str("SFX/SCP/106/Corrosion", (i + 1), ".ogg")) map.OldManSFX[3] = Global.LoadAudio("SFX/SCP/106/Laugh.ogg") map.OldManSFX[4] = Global.LoadAudio("SFX/SCP/106/Breathing.ogg") map.OldManSFX[5] = Global.LoadAudio("SFX/Room/PocketDimension/Enter.ogg") for i in range(3): map.OldManSFX[6 + i] = Global.LoadAudio(str("SFX/SCP/106/WallDecay", (i + 1), ".ogg")) # Dim Scp173SFX%(3) for i in range(3): map.Scp173SFX[i] = Global.LoadAudio(str("SFX/SCP/173/Rattle", (i + 1), ".ogg")) # Dim HorrorSFX%(20) for i in range(12): map.HorrorSFX[i] = Global.LoadAudio(str("SFX/Horror/Horror", i, ".ogg")) for i in range(14, 16): map.HorrorSFX[i] = Global.LoadAudio(str("SFX/Horror/Horror", i, ".ogg")) # DrawLoading(25, True) # Dim IntroSFX%(20) for i in range(7, 10): map.IntroSFX[i] = Global.LoadAudio(str("SFX/Room/Intro/Bang", (i - 6), ".ogg")) for i in range(10, 13): map.IntroSFX[i] = Global.LoadAudio(str("SFX/Room/Intro/Light", (i - 9), ".ogg")) # IntroSFX(13) = Global.LoadAudio("SFX\intro\shoot1.ogg") # IntroSFX(14) = Global.LoadAudio("SFX\intro\shoot2.ogg") map.IntroSFX[15] = Global.LoadAudio("SFX/Room/Intro/173Vent.ogg") # Dim AlarmSFX%(5) map.AlarmSFX[0] = Global.LoadAudio("SFX/Alarm/Alarm.ogg") # AlarmSFX(1) = Global.LoadAudio("SFX\Alarm\Alarm2.ogg") map.AlarmSFX[2] = Global.LoadAudio("SFX/Alarm/Alarm3.ogg") # room_gw alarms map.AlarmSFX[3] = Global.LoadAudio("SFX/Alarm/Alarm4.ogg") map.AlarmSFX[4] = Global.LoadAudio("SFX/Alarm/Alarm5.ogg") # Dim CommotionState%(23) map.HeartBeatSFX = Global.LoadAudio("SFX/Character/D9341/Heartbeat.ogg") # VomitSFX% # Dim BreathSFX(2,5) # BreathCHN% for i in range(0, 5): map.BreathSFX[0][i] = Global.LoadAudio(str("SFX/Character/D9341/breath", i, ".ogg")) map.BreathSFX[1][i] = Global.LoadAudio(str("SFX/Character/D9341/breath", i, "gas.ogg")) # Dim NeckSnapSFX(3) for i in range(0, 3): map.NeckSnapSFX[i] = Global.LoadAudio(str("SFX/SCP/173/NeckSnap", (i + 1), ".ogg")) # Dim DamageSFX%(9) for i in range(0, 9): map.DamageSFX[i] = Global.LoadAudio(str("SFX/Character/D9341/Damage", (i + 1), ".ogg")) # Dim MTFSFX%(8) # Dim CoughSFX%(3) # CoughCHN% # VomitCHN% for i in range(0, 3): map.CoughSFX[i] = Global.LoadAudio(str("SFX/Character/D9341/Cough", (i + 1), ".ogg")) map.MachineSFX = Global.LoadAudio("SFX/SCP/914/Refining.ogg") map.ApacheSFX = Global.LoadAudio("SFX/Character/Apache/Propeller.ogg") # CurrStepSFX # Dim StepSFX%(4, 2, 8) ;(normal/metal, walk/run, id) for i in range(0, 8): map.StepSFX[0][0][i] = Global.LoadAudio(str("SFX/Step/Step", (i + 1), ".ogg")) map.StepSFX[1][0][i] = Global.LoadAudio(str("SFX/Step/StepMetal", (i + 1), ".ogg")) map.StepSFX[0][1][i] = Global.LoadAudio(str("SFX/Step/Run", (i + 1), ".ogg")) map.StepSFX[1][1][i] = Global.LoadAudio(str("SFX/Step/RunMetal", (i + 1), ".ogg")) if i < 3: map.StepSFX[2][0][i] = Global.LoadAudio(str("SFX/Character/MTF/Step", (i + 1), ".ogg")) map.StepSFX[3][0][i] = Global.LoadAudio(str("SFX/SCP/049/Step", (i + 1), ".ogg")) if i < 4: map.StepSFX[4][0][i] = Global.LoadAudio(str("SFX/Step/SCP/StepSCP", (i + 1), ".ogg")) # new one 1.3.9 # Dim Step2SFX(6) for i in range(0, 3): map.Step2SFX[i] = Global.LoadAudio(str("SFX/Step/StepPD", (i + 1), ".ogg")) map.Step2SFX[i + 3] = Global.LoadAudio(str("SFX/Step/StepForest", (i + 1), ".ogg"))