function batwinglevelsounds_init( e ) Hide( e ) end local soundsLoaded = false function batwinglevelsounds_main( e ) if not soundsLoaded then -- load music music_load( 1, "audiobank\\Batman\\BatwingAudio\\BatwingMusicAudio.ogg", 0, 575712 ) -- Regular Soundtrack -- load sounds LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingMusicAudio.ogg", 1 ) -- just so it gets copied to standalone LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingDeathMusic.wav", 2 ) -- Death Soundtrack and crashing sound LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\batwingmove2.ogg", 3 ) -- Batwing engine idle/moving sound LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingSpeedUp.wav", 4 ) -- Batwing short burst of speed LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingSlowDown.wav", 5 ) -- Batwing short brake/slowing down LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingMachineGun.wav", 6 ) -- Machine Guns fired from Batwing LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingMissile.wav", 7 ) -- Missiles fired from Batwing LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingMissileReload.wav", 8 ) -- Reload/ 10 sec Cooldown period for Batwing missles has finished -- LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\abouttohit.ogg", 9 ) -- enemy missle heading toward batwing LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingHitBullets.wav", 10 ) -- enemies landed gun hits on Batwing LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BatwingHitMissile.wav", 11 ) -- enemies landed missle hit on Batwing LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyHelicopter.wav", 12 ) -- Enemy Helicopter engine sound LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyHelicopterGun.wav", 13 ) -- Helicopter enemy firing machinegun LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyHitBullets.wav", 14 ) -- ricochet, Batwing succesfully hits enemy target with guns LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyHitMissile.wav", 15 ) -- impact, batwing successfully hits enemy with missle LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyDeathExplosion.wav", 16 ) -- explosion of enemy/death LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyPlane.wav", 17 ) -- engine of enemy biplane LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyPlaneGun.wav", 18 ) -- plane enemy firing machine gun LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BlimpIdle.wav", 19 ) -- Boss/Blimp engine sound LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\EnemyMissile.wav", 20 ) -- Enemy Missle being fired (for Hot air balloon and Blimp only) LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BossBattleMusic.wav", 21 ) -- Music track loop that plays when boss/blimp battle starts LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BossDeath.wav", 22 ) -- Blimp explosion LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\BalloonCollect.wav", 23 ) -- Sound plays when balloon is collected LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\Gun_20MM_Left.wav", 24 ) LoadGlobalSound( "audiobank\\Batman\\BatwingAudio\\Gun_20MM_Right.wav", 25 ) soundsLoaded = true end --PromptLocal( e, "sounds loaded" ) end