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Function LoadAllSounds()
;Dim OpenDoorSFX%(3,3), CloseDoorSFX%(3,3)
For i = 0 To 2
OpenDoorSFX(0,i) = LoadSound_Strict("SFX\Door\DoorOpen" + (i + 1) + ".ogg")
CloseDoorSFX(0,i) = LoadSound_Strict("SFX\Door\DoorClose" + (i + 1) + ".ogg")
OpenDoorSFX(2,i) = LoadSound_Strict("SFX\Door\Door2Open" + (i + 1) + ".ogg")
CloseDoorSFX(2,i) = LoadSound_Strict("SFX\Door\Door2Close" + (i + 1) + ".ogg")
OpenDoorSFX(3,i) = LoadSound_Strict("SFX\Door\ElevatorOpen" + (i + 1) + ".ogg")
CloseDoorSFX(3,i) = LoadSound_Strict("SFX\Door\ElevatorClose" + (i + 1) + ".ogg")
Next
For i = 0 To 1
OpenDoorSFX(1,i) = LoadSound_Strict("SFX\Door\BigDoorOpen" + (i + 1) + ".ogg")
CloseDoorSFX(1,i) = LoadSound_Strict("SFX\Door\BigDoorClose" + (i + 1) + ".ogg")
Next
KeyCardSFX1 = LoadSound_Strict("SFX\Interact\KeyCardUse1.ogg")
KeyCardSFX2 = LoadSound_Strict("SFX\Interact\KeyCardUse2.ogg")
ButtonSFX2 = LoadSound_Strict("SFX\Interact\Button2.ogg")
ScannerSFX1 = LoadSound_Strict("SFX\Interact\ScannerUse1.ogg")
ScannerSFX2 = LoadSound_Strict("SFX\Interact\ScannerUse2.ogg")
OpenDoorFastSFX=LoadSound_Strict("SFX\Door\DoorOpenFast.ogg")
CautionSFX% = LoadSound_Strict("SFX\Room\LockroomSiren.ogg")
;NuclearSirenSFX%
CameraSFX = LoadSound_Strict("SFX\General\Camera.ogg")
StoneDragSFX% = LoadSound_Strict("SFX\SCP\173\StoneDrag.ogg")
GunshotSFX% = LoadSound_Strict("SFX\General\Gunshot.ogg")
Gunshot2SFX% = LoadSound_Strict("SFX\General\Gunshot2.ogg")
Gunshot3SFX% = LoadSound_Strict("SFX\General\BulletMiss.ogg")
BullethitSFX% = LoadSound_Strict("SFX\General\BulletHit.ogg")
TeslaIdleSFX = LoadSound_Strict("SFX\Room\Tesla\Idle.ogg")
TeslaActivateSFX = LoadSound_Strict("SFX\Room\Tesla\WindUp.ogg")
TeslaPowerUpSFX = LoadSound_Strict("SFX\Room\Tesla\PowerUp.ogg")
MagnetUpSFX% = LoadSound_Strict("SFX\Room\106Chamber\MagnetUp.ogg")
MagnetDownSFX = LoadSound_Strict("SFX\Room\106Chamber\MagnetDown.ogg")
;FemurBreakerSFX%
;EndBreathCHN%
;EndBreathSFX%
;Dim DecaySFX%(5)
For i = 0 To 3
DecaySFX(i) = LoadSound_Strict("SFX\SCP\106\Decay" + i + ".ogg")
Next
BurstSFX = LoadSound_Strict("SFX\Room\TunnelBurst.ogg")
;DrawLoading(20, True)
;Dim RustleSFX%(3)
For i = 0 To 2
RustleSFX(i) = LoadSound_Strict("SFX\SCP\372\Rustle" + i + ".ogg")
Next
Death914SFX% = LoadSound_Strict("SFX\SCP\914\PlayerDeath.ogg")
Use914SFX% = LoadSound_Strict("SFX\SCP\914\PlayerUse.ogg")
;Dim DripSFX%(4)
For i = 0 To 3
DripSFX(i) = LoadSound_Strict("SFX\Character\D9341\BloodDrip" + i + ".ogg")
Next
LeverSFX% = LoadSound_Strict("SFX\Interact\LeverFlip.ogg")
LightSFX% = LoadSound_Strict("SFX\General\LightSwitch.ogg")
ButtGhostSFX% = LoadSound_Strict("SFX\SCP\Joke\789J.ogg")
;Dim RadioSFX(5,10)
RadioSFX(1,0) = LoadSound_Strict("SFX\Radio\RadioAlarm.ogg")
RadioSFX(1,1) = LoadSound_Strict("SFX\Radio\RadioAlarm2.ogg")
For i = 0 To 8
RadioSFX(2,i) = LoadSound_Strict("SFX\Radio\scpradio"+i+".ogg")
Next
RadioSquelch = LoadSound_Strict("SFX\Radio\squelch.ogg")
RadioStatic = LoadSound_Strict("SFX\Radio\static.ogg")
RadioBuzz = LoadSound_Strict("SFX\Radio\buzz.ogg")
ElevatorBeepSFX = LoadSound_Strict("SFX\General\Elevator\Beep.ogg")
ElevatorMoveSFX = LoadSound_Strict("SFX\General\Elevator\Moving.ogg")
;Dim PickSFX%(10)
For i = 0 To 3
PickSFX(i) = LoadSound_Strict("SFX\Interact\PickItem" + i + ".ogg")
Next
;AmbientSFXCHN%
;CurrAmbientSFX%
;Dim AmbientSFXAmount(6)
;0 = light containment, 1 = heavy containment, 2 = entrance
AmbientSFXAmount(0)=11 : AmbientSFXAmount(1)=11 : AmbientSFXAmount(2)=12
;3 = general, 4 = pre-breach
AmbientSFXAmount(3)=15 : AmbientSFXAmount(4)=5
;5 = forest
AmbientSFXAmount(5)=10
;Dim AmbientSFX%(6, 15)
;Dim OldManSFX%(6)
For i = 0 To 2
OldManSFX(i) = LoadSound_Strict("SFX\SCP\106\Corrosion" + (i + 1) + ".ogg")
Next
OldManSFX(3) = LoadSound_Strict("SFX\SCP\106\Laugh.ogg")
OldManSFX(4) = LoadSound_Strict("SFX\SCP\106\Breathing.ogg")
OldManSFX(5) = LoadSound_Strict("SFX\Room\PocketDimension\Enter.ogg")
For i = 0 To 2
OldManSFX(6+i) = LoadSound_Strict("SFX\SCP\106\WallDecay"+(i+1)+".ogg")
Next
;Dim Scp173SFX%(3)
For i = 0 To 2
Scp173SFX(i) = LoadSound_Strict("SFX\SCP\173\Rattle" + (i + 1) + ".ogg")
Next
;Dim HorrorSFX%(20)
For i = 0 To 11
HorrorSFX(i) = LoadSound_Strict("SFX\Horror\Horror" + i + ".ogg")
Next
For i = 14 To 15
HorrorSFX(i) = LoadSound_Strict("SFX\Horror\Horror" + i + ".ogg")
Next
;DrawLoading(25, True)
;Dim IntroSFX%(20)
For i = 7 To 9
IntroSFX(i) = LoadSound_Strict("SFX\Room\Intro\Bang" + (i - 6) + ".ogg")
Next
For i = 10 To 12
IntroSFX(i) = LoadSound_Strict("SFX\Room\Intro\Light" + (i - 9) + ".ogg")
Next
;IntroSFX(13) = LoadSound_Strict("SFX\intro\shoot1.ogg")
;IntroSFX(14) = LoadSound_Strict("SFX\intro\shoot2.ogg")
IntroSFX(15) = LoadSound_Strict("SFX\Room\Intro\173Vent.ogg")
;Dim AlarmSFX%(5)
AlarmSFX(0) = LoadSound_Strict("SFX\Alarm\Alarm.ogg")
;AlarmSFX(1) = LoadSound_Strict("SFX\Alarm\Alarm2.ogg")
AlarmSFX(2) = LoadSound_Strict("SFX\Alarm\Alarm3.ogg")
;room_gw alarms
AlarmSFX(3) = LoadSound_Strict("SFX\Alarm\Alarm4.ogg")
AlarmSFX(4) = LoadSound_Strict("SFX\Alarm\Alarm5.ogg")
;Dim CommotionState%(23)
HeartBeatSFX = LoadSound_Strict("SFX\Character\D9341\Heartbeat.ogg")
;VomitSFX%
;Dim BreathSFX(2,5)
;BreathCHN%
For i = 0 To 4
BreathSFX(0,i)=LoadSound_Strict("SFX\Character\D9341\breath"+i+".ogg")
BreathSFX(1,i)=LoadSound_Strict("SFX\Character\D9341\breath"+i+"gas.ogg")
Next
;Dim NeckSnapSFX(3)
For i = 0 To 2
NeckSnapSFX(i) = LoadSound_Strict("SFX\SCP\173\NeckSnap"+(i+1)+".ogg")
Next
;Dim DamageSFX%(9)
For i = 0 To 8
DamageSFX(i) = LoadSound_Strict("SFX\Character\D9341\Damage"+(i+1)+".ogg")
Next
;Dim MTFSFX%(8)
;Dim CoughSFX%(3)
;CoughCHN%
;VomitCHN%
For i = 0 To 2
CoughSFX(i) = LoadSound_Strict("SFX\Character\D9341\Cough" + (i + 1) + ".ogg")
Next
MachineSFX% = LoadSound_Strict("SFX\SCP\914\Refining.ogg")
ApacheSFX = LoadSound_Strict("SFX\Character\Apache\Propeller.ogg")
;CurrStepSFX
;Dim StepSFX%(4, 2, 8) ;(normal/metal, walk/run, id)
For i = 0 To 7
StepSFX(0, 0, i) = LoadSound_Strict("SFX\Step\Step" + (i + 1) + ".ogg")
StepSFX(1, 0, i) = LoadSound_Strict("SFX\Step\StepMetal" + (i + 1) + ".ogg")
StepSFX(0, 1, i)= LoadSound_Strict("SFX\Step\Run" + (i + 1) + ".ogg")
StepSFX(1, 1, i) = LoadSound_Strict("SFX\Step\RunMetal" + (i + 1) + ".ogg")
If i < 3
StepSFX(2, 0, i) = LoadSound_Strict("SFX\Character\MTF\Step" + (i + 1) + ".ogg")
StepSFX(3, 0, i) = LoadSound_Strict("SFX\SCP\049\Step"+ (i + 1) + ".ogg")
EndIf
If i < 4
StepSFX(4, 0, i) = LoadSound_Strict("SFX\Step\SCP\StepSCP" + (i + 1) + ".ogg");new one 1.3.9
EndIf
Next
;Dim Step2SFX(6)
For i = 0 To 2
Step2SFX(i) = LoadSound_Strict("SFX\Step\StepPD" + (i + 1) + ".ogg")
Step2SFX(i+3) = LoadSound_Strict("SFX\Step\StepForest" + (i + 1) + ".ogg")
Next
End Function
;~IDEal Editor Parameters:
;~F#0
;~C#Blitz3D
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