198 lines
7.3 KiB
GDScript
198 lines
7.3 KiB
GDScript
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"))
|