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 }
internal static void play_se(System_Sounds sound) { Game_System.play_se(sound); }