sounds = { blocks = { I = "res/se/piece_i.wav", J = "res/se/piece_j.wav", L = "res/se/piece_l.wav", O = "res/se/piece_o.wav", S = "res/se/piece_s.wav", T = "res/se/piece_t.wav", Z = "res/se/piece_z.wav" }, move = "res/se/move.wav", rotate = "res/se/rotate.wav", kick = "res/se/kick.wav", bottom = "res/se/bottom.wav", cursor = "res/se/cursor.wav", cursor_lr = "res/se/cursor_lr.wav", main_decide = "res/se/main_decide.wav", mode_decide = "res/se/mode_decide.wav", lock = "res/se/lock.wav", hold = "res/se/hold.wav", erase = { single = "res/se/single.wav", double = "res/se/double.wav", triple = "res/se/triple.wav", quad = "res/se/quad.wav" }, fall = "res/se/fall.wav", ready = "res/se/ready.wav", go = "res/se/go.wav", irs = "res/se/irs.wav", ihs = "res/se/ihs.wav", -- a secret sound! welcome = "res/se/welcomeToCambridge.wav", } -- Replace each sound effect string with its love audiosource counterpart, but only if it exists. This lets the game handle missing SFX. for k,v in pairs(sounds) do if(type(v) == "table") then -- list of subsounds for k2,v2 in pairs(v) do if(love.filesystem.getInfo(sounds[k][k2])) then -- this file exists sounds[k][k2] = love.audio.newSource(sounds[k][k2], "static") else sounds[k][k2] = nil end end else if(love.filesystem.getInfo(sounds[k])) then -- this file exists print("Successfully converted " .. v) sounds[k] = love.audio.newSource(sounds[k], "static") else sounds[k] = nil end end end function playSE(sound, subsound) if sound ~= nil then if sounds[sound] then if subsound ~= nil then if sounds[sound][subsound] then sounds[sound][subsound]:setVolume(config.sfx_volume) if sounds[sound][subsound]:isPlaying() then sounds[sound][subsound]:stop() end sounds[sound][subsound]:play() end else sounds[sound]:setVolume(config.sfx_volume) if sounds[sound]:isPlaying() then sounds[sound]:stop() end sounds[sound]:play() end end end end function playSEOnce(sound, subsound) if sound ~= nil then if sounds[sound] then if subsound ~= nil then if sounds[sound][subsound] then sounds[sound][subsound]:setVolume(config.sfx_volume) if sounds[sound][subsound]:isPlaying() then return end sounds[sound][subsound]:play() end else sounds[sound]:setVolume(config.sfx_volume) if sounds[sound]:isPlaying() then return end sounds[sound]:play() end end end end