scpcb-godot/src/LoadAllSounds.gd

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"))