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sound.lua
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sounds = {
["game-start"] = {
priority = 1,
blocking = false,
looping = false,
layer = "all"
},
["munch"] = {
priority = 1,
blocking = true,
looping = false,
layer = "munch"
},
["energizer"] = {
priority = 2,
blocking = true,
looping = true,
layer = "munch"
},
["eat-fruit"] = {
priority = 1,
blocking = false,
looping = false,
layer = "fruit"
},
["eat-ghost"] = {
priority = 1,
blocking = false,
looping = false,
layer = "eat-ghost"
},
["retreating"] = {
priority = 3,
blocking = true,
looping = false,
layer = "munch"
},
["death"] = {
priority = 1,
blocking = false,
looping = false,
layer = "all"
}
}
function playsound(soundname)
for name, val in pairs(sounds) do
if sounds[soundname].layer == val.layer and name ~= soundsname and sounds[soundname].priority > val.priority then
val.source:setVolume(0)
end
end
love.audio.play(sounds[soundname].source)
sounds[soundname].ended = false
end
function stopsound(soundname)
love.audio.stop(sounds[soundname].source)
sounds[soundname].ended = true
end
function stopallsounds()
for _, val in pairs(sounds) do
love.audio.stop(val.source)
val.ended = true
end
end
function controlsounds()
-- Unmute sounds if blocking sounds have stopped
local layerpriorities = {}
for name, val in pairs(sounds) do
if val.ended == false and val.source:isPlaying() == false then
for nameb, valb in pairs(sounds) do
if val.layer == valb.layer and name ~= nameb and val.priority > valb.priority then
valb.source:setVolume(1)
end
end
end
end
end