Ejemplo n.º 1
0
        public void play_se(System_Sounds sound, bool priority = true, Maybe <float> pitch = default(Maybe <float>))
        {
            if (!priority && Global.Audio.playing_system_sound())
            {
                return;
            }

            string sound_name;

            switch (sound)
            {
            case System_Sounds.Open:
                sound_name = "Open";
                break;

            case System_Sounds.Confirm:
                sound_name = "Confirm";
                break;

            case System_Sounds.Cancel:
                sound_name = "Cancel";
                break;

            case System_Sounds.Buzzer:
                sound_name = "Buzzer";
                break;

            case System_Sounds.Unit_Select:
                sound_name = "Unit_Select";
                break;

            case System_Sounds.Cursor_Move:
                sound_name = "Cursor_Move";
                break;

            case System_Sounds.Menu_Move1:
                sound_name = "Menu_Move1";
                break;

            case System_Sounds.Menu_Move2:
                sound_name = "Menu_Move2";
                break;

            case System_Sounds.Help_Open:
                sound_name = "Help_Open";
                break;

            case System_Sounds.Help_Close:
                sound_name = "Help_Close";
                break;

            case System_Sounds.Minimap_Open:
                sound_name = "Minimap_Open";
                break;

            case System_Sounds.Minimap_Close:
                sound_name = "Minimap_Close";
                break;

            case System_Sounds.Status_Page_Change:
                sound_name = "Status_Page_Change";
                break;

            case System_Sounds.Status_Character_Change:
                sound_name = "Status_Character_Change";
                break;

            case System_Sounds.Turn_Change:
                sound_name = "Turn_Change";
                break;

            case System_Sounds.Chapter_Transition:
                sound_name = "Chapter Transition";
                break;

            case System_Sounds.Talk_Boop:
                sound_name = "Talk_Boop";
                break;

            case System_Sounds.Help_Talk_Boop:
                sound_name = "Help_Talk_Boop";
                break;

            case System_Sounds.Worldmap_Talk_Boop:
                sound_name = "Worldmap_Talk_Boop";
                break;

            case System_Sounds.Press_Start:
                sound_name = "Press_Start";
                break;

            case System_Sounds.FOW_Surprise:
                sound_name = "FOW_Surprise";
                break;

            case System_Sounds.Formation_Change:
                sound_name = "Formation_Change";
                break;

            case System_Sounds.Gain:
                Global.Audio.play_se("System Sounds", "Gain", pitch, duckBgm: true);     // Inconsistency~ //Debug
                return;

            case System_Sounds.Loss:
                Global.Audio.play_se("System Sounds", "Loss", pitch, duckBgm: true);     // Inconsistency~ //Debug
                return;

            case System_Sounds.Crowd_Cheer_End:
                Global.Audio.play_system_se("Battle Sounds", "Crowd_Cheer_End", priority, pitch);     // Inconsistency~ //Debug
                return;

            case System_Sounds.HP_Recovery:
                sound_name = "HP_Recovery";
                break;

            case System_Sounds.Exp_Gain:
                sound_name = "Exp_Gain";
                break;

            case System_Sounds.Level_Up_Stat:
                sound_name = "Level_Up_Stat";
                break;

            case System_Sounds.Support_Gain:
                sound_name = "Support_Gain";
                break;

            default:
                return;
            }
            play_se(sound_name, priority, pitch);
            //Global.Audio.play_system_se("System Sounds", sound_name, priority); //Debug
        }
Ejemplo n.º 2
0
 internal static void play_se(System_Sounds sound)
 {
     Game_System.play_se(sound);
 }