Add Initial Sound Effects
Adds support for sound effects in Doodle and configures some for various doodads to start out with: * Buttons and Switches: "Clicked down" and "clicked up" sounds. * Colored Doors: an "unlocked" sound and a "door opened" sound. * Electric Door: sci-fi sounds when opening and closing. * Keys: sound effect for collecting keys. JavaScript API for Doodads adds a global function `Sound.Play(filename)` to play sounds. All sounds in the `rtp/sfx/` folder are pre-loaded on startup for efficient use in the app. Otherwise sounds are lazy-loaded on first playback.
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@ -2,6 +2,7 @@ function main() {
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console.log("%s initialized!", Self.Title);
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console.log("%s initialized!", Self.Title);
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var timer = 0;
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var timer = 0;
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var pressed = false;
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Events.OnCollide(function(e) {
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Events.OnCollide(function(e) {
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if (!e.Settled) {
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if (!e.Settled) {
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@ -13,7 +14,12 @@ function main() {
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return;
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return;
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}
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}
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Message.Publish("power", true);
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if (!pressed) {
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Sound.Play("button-down.wav")
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Message.Publish("power", true);
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pressed = true;
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}
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if (timer > 0) {
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if (timer > 0) {
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clearTimeout(timer);
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clearTimeout(timer);
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@ -21,9 +27,11 @@ function main() {
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Self.ShowLayer(1);
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Self.ShowLayer(1);
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timer = setTimeout(function() {
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timer = setTimeout(function() {
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Sound.Play("button-up.wav")
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Self.ShowLayer(0);
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Self.ShowLayer(0);
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Message.Publish("power", false);
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Message.Publish("power", false);
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timer = 0;
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timer = 0;
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pressed = false;
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}, 200);
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}, 200);
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});
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});
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}
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}
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@ -8,6 +8,7 @@ function main() {
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if (powered && pressed) {
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if (powered && pressed) {
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Self.ShowLayer(0);
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Self.ShowLayer(0);
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pressed = false;
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pressed = false;
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Sound.Play("button-up.wav")
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Message.Publish("power", false);
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Message.Publish("power", false);
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}
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}
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})
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})
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@ -26,6 +27,7 @@ function main() {
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return;
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return;
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}
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}
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Sound.Play("button-down.wav")
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Self.ShowLayer(1);
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Self.ShowLayer(1);
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pressed = true;
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pressed = true;
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Message.Publish("power", true);
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Message.Publish("power", true);
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@ -43,6 +43,7 @@ function main() {
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Self.PlayAnimation("shake", function() {
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Self.PlayAnimation("shake", function() {
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state = stateFalling;
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state = stateFalling;
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Self.PlayAnimation("fall", function() {
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Self.PlayAnimation("fall", function() {
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Sound.Play("crumbly-break.wav")
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state = stateFallen;
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state = stateFallen;
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Self.ShowLayerNamed("fallen");
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Self.ShowLayerNamed("fallen");
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@ -32,6 +32,7 @@ function main() {
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if (unlocked) {
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if (unlocked) {
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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opened = true;
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opened = true;
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Sound.Play("door-open.wav")
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return;
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return;
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}
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}
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@ -45,11 +46,13 @@ function main() {
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if (e.Settled) {
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if (e.Settled) {
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unlocked = true;
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unlocked = true;
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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Sound.Play("unlock.wav")
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}
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}
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}
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}
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});
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});
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Events.OnLeave(function(e) {
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Events.OnLeave(function(e) {
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Self.ShowLayer(layer.closed);
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Self.ShowLayer(layer.closed);
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// Sound.Play("door-close.wav")
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// Reset collision state.
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// Reset collision state.
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opened = false;
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opened = false;
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@ -17,12 +17,14 @@ function main() {
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}
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}
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animating = true;
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animating = true;
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Sound.Play("electric-door.wav")
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Self.PlayAnimation("open", function() {
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Self.PlayAnimation("open", function() {
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opened = true;
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opened = true;
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animating = false;
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animating = false;
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});
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});
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} else {
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} else {
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animating = true;
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animating = true;
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Sound.Play("electric-door.wav")
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Self.PlayAnimation("close", function() {
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Self.PlayAnimation("close", function() {
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opened = false;
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opened = false;
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animating = false;
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animating = false;
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@ -3,6 +3,7 @@ function main() {
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Events.OnCollide(function(e) {
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Events.OnCollide(function(e) {
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if (e.Settled) {
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if (e.Settled) {
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Sound.Play("item-get.wav")
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e.Actor.AddItem(Self.Filename, 0);
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e.Actor.AddItem(Self.Filename, 0);
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Self.Destroy();
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Self.Destroy();
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}
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}
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@ -19,6 +19,7 @@ function main() {
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}
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}
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if (collide === false) {
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if (collide === false) {
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Sound.Play("button-down.wav")
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state = !state;
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state = !state;
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Message.Publish("power", state);
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Message.Publish("power", state);
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showState(state);
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showState(state);
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