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sound.js
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"use strict";
// Audio
let audioArray = []
// Minor Yes
function playAudioYes() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `select00.wav`;
audio.volume = 1 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
// Yes
function playAudioYes2() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `ok00.wav`;
audio.volume = 1 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
// No
function playAudioNo() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `cancel00.wav`;
audio.volume = 0.25 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
// Warning
function playAudioWarning() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `timeout.wav`;
audio.volume = 0.45 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
// Attack sound
function playAudioAttack() {
const attackAudioRandom = Math.random()*2 + 1;
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `tan0${parseInt(attackAudioRandom)}.wav`;
audio.volume = 0.15 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
})
}
// Attack Explosion
function playAudioExplosion() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `tan00.wav`;
audio.volume = 0.15 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
// Player Death
function playAudioPlayerDeath() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `pldead00.wav`;
audio.volume = 0.3 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
// Graze/Player Near Death
function playAudioGraze() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `graze.wav`;
audio.volume = 0.05 * (gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
// Audio Testing for setting section
function playAudioSettingTestSFX() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `select00.wav`;
audio.volume = 1 * (temp_gameRule_SFX_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}
function playAudioSettingTestBGM() {
audioArray.push(new Audio())
audioArray.forEach((audio, audioIndex)=> {
audio.src = `select00.wav`;
audio.volume = 1 * (temp_gameRule_BGM_Vol / 100)
audio.play()
audioArray.splice(audioIndex, 1)
});
}