null
nil
-
false
Sound
0.01 then
classic_sRunning:Play()
else
classic_sRunning:Pause()
end
return
end
sClimbing:Stop()
sSwimming:Stop()
if (prevState == "FreeFall" and fallSpeed > 0.1) then
local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110))
sLanding.Volume = vol
sLanding:Play()
fallSpeed = 0
end
if speed>0.5 then
sRunning:Play()
sRunning.Pitch = speed / 8.0
else
sRunning:Stop()
end
prevState = "Run"
end
function onSwimming(speed)
if (prevState ~= "Swim" and speed > 0.1) then
local volume = math.min(1.0, speed / 350)
sSplash.Volume = volume
sSplash:Play()
prevState = "Swim"
end
sClimbing:Stop()
sRunning:Stop()
sSwimming.Pitch = 1.6
sSwimming:Play()
end
function onClimbing(speed)
sRunning:Stop()
sSwimming:Stop()
if speed>0.01 then
sClimbing:Play()
sClimbing.Pitch = speed / 5.5
else
sClimbing:Stop()
end
prevState = "Climb"
end
-- connect up
function stopLoopedSounds()
sRunning:Stop()
sClimbing:Stop()
sSwimming:Stop()
end
function onState(state, sound)
if state then
sound:Play()
end
end
if hasPlayer == nil then
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Swimming:connect(onSwimming)
Humanoid.Climbing:connect(onClimbing)
Humanoid.Jumping:connect(function(state)
if useClassicSounds then
onState(state, classic_sJumping)
else
onStateNoStop(state, sJumping)
prevState = "Jump"
end
end)
Humanoid.GettingUp:connect(function(state)
if useClassicSounds then
onState(state, classic_sGettingUp)
else
stopLoopedSounds()
onStateNoStop(state, sGettingUp)
prevState = "GetUp"
end
end)
Humanoid.FreeFalling:connect(function(state)
if useClassicSounds then
onState(state, classic_sFreeFalling)
if classic_sJumping.IsPlaying then
classic_sJumping:Stop()
end
else
stopLoopedSounds()
onStateFall(state, sFreeFalling)
prevState = "FreeFall"
end
end)
Humanoid.FallingDown:connect(function(state)
if useClassicSounds then
onState(state, classic_sFallingDown)
else
stopLoopedSounds()
end
end)
Humanoid.StateChanged:connect(function(old, new)
if not (new.Name == "Dead" or
new.Name == "Running" or
new.Name == "RunningNoPhysics" or
new.Name == "Swimming" or
new.Name == "Jumping" or
new.Name == "GettingUp" or
new.Name == "Freefall" or
new.Name == "FallingDown") and not useClassicSounds then
stopLoopedSounds()
end
end)
GameSettings.Changed:connect(function(property)
if property == "VirtualVersion" then
useClassicSounds = GameSettings.VirtualVersion == Enum.VirtualVersion['2012'] or GameSettings.VirtualVersion == Enum.VirtualVersion['2013']
if useClassicSounds then
stopLoopedSounds()
end
end
end)
end
]]>
-
false
LocalSound
0.01 then
classic_sRunning:Play()
else
classic_sRunning:Pause()
end
return
end
sClimbing:Stop()
sSwimming:Stop()
if (prevState == "FreeFall" and fallSpeed > 0.1) then
local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110))
sLanding.Volume = vol
sLanding:Play()
fallSpeed = 0
end
if speed>0.5 then
sRunning:Play()
sRunning.Pitch = speed / 8.0
else
sRunning:Stop()
end
prevState = "Run"
end
function onSwimming(speed)
if (prevState ~= "Swim" and speed > 0.1) then
local volume = math.min(1.0, speed / 350)
sSplash.Volume = volume
sSplash:Play()
prevState = "Swim"
end
sClimbing:Stop()
sRunning:Stop()
sSwimming.Pitch = 1.6
sSwimming:Play()
end
function onClimbing(speed)
sRunning:Stop()
sSwimming:Stop()
if speed>0.01 then
sClimbing:Play()
sClimbing.Pitch = speed / 5.5
else
sClimbing:Stop()
end
prevState = "Climb"
end
-- connect up
function stopLoopedSounds()
sRunning:Stop()
sClimbing:Stop()
sSwimming:Stop()
end
function onState(state, sound)
if state then
sound:Play()
end
end
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Swimming:connect(onSwimming)
Humanoid.Climbing:connect(onClimbing)
Humanoid.Jumping:connect(function(state)
if useClassicSounds then
onState(state, classic_sJumping)
else
onStateNoStop(state, sJumping)
prevState = "Jump"
end
end)
Humanoid.GettingUp:connect(function(state)
if useClassicSounds then
onState(state, classic_sGettingUp)
else
stopLoopedSounds()
onStateNoStop(state, sGettingUp)
prevState = "GetUp"
end
end)
Humanoid.FreeFalling:connect(function(state)
if useClassicSounds then
if classic_sJumping.IsPlaying then
classic_sJumping:Stop()
end
onState(state, classic_sFreeFalling)
else
stopLoopedSounds()
onStateFall(state, sFreeFalling)
prevState = "FreeFall"
end
end)
Humanoid.FallingDown:connect(function(state)
if useClassicSounds then
onState(state, classic_sFallingDown)
else
stopLoopedSounds()
end
end)
Humanoid.StateChanged:connect(function(old, new)
if not (new.Name == "Dead" or
new.Name == "Running" or
new.Name == "RunningNoPhysics" or
new.Name == "Swimming" or
new.Name == "Jumping" or
new.Name == "GettingUp" or
new.Name == "Freefall" or
new.Name == "FallingDown") and not useClassicSounds then
stopLoopedSounds()
end
end)
GameSettings.Changed:connect(function(property)
if property == "VirtualVersion" then
useClassicSounds = GameSettings.VirtualVersion == Enum.VirtualVersion['2012'] or GameSettings.VirtualVersion == Enum.VirtualVersion['2013']
if useClassicSounds then
stopLoopedSounds()
end
end
end)
]]>