local function F(F,c,b,D,W)return((F-c)*(W-D))/(b-c)+D end local function c(F)F.TimePosition=0 F.Playing=true end local function b(F)F.Playing=false F.TimePosition=0 end local function D(b,D,W)local e={}for F,c in pairs(SOUND_DATA)do local b=Instance.new("\083\111\117\110\100")b.Name=F b.Archivable=false b.EmitterSize=5 b.MaxDistance=150 b.Volume=.65 for F,c in pairs(c)do b[F]=c end b.Parent=W e[F]=b end local V={}local function J(F)for c in pairs(V)do if c~=F then c.Playing=false V[c]=nil end end end local v={[Enum.HumanoidStateType.FallingDown]=function()J()end;[Enum.HumanoidStateType.GettingUp]=function()J()c(e.GettingUp)end,[Enum.HumanoidStateType.Jumping]=function()J()c(e.Jumping)end,[Enum.HumanoidStateType.Swimming]=function()local b=math.abs(W.Velocity.Y)if b>.1 then e.Splash.Volume=math.clamp(F(b,100,350,.28,1),0,1)c(e.Splash)end J(e.Swimming)e.Swimming.Playing=true V[e.Swimming]=true end,[Enum.HumanoidStateType.Freefall]=function()e.FreeFalling.Volume=0 J(e.FreeFalling)V[e.FreeFalling]=true end,[Enum.HumanoidStateType.Landed]=function()J()local b=math.abs(W.Velocity.Y)if b>75 then e.Landing.Volume=math.clamp(F(b,50,100,0,1),0,1)c(e.Landing)end end,[Enum.HumanoidStateType.Running]=function()J(e.Running)e.Running.Playing=true V[e.Running]=true end;[Enum.HumanoidStateType.Climbing]=function()local F=e.Climbing if math.abs(W.Velocity.Y)>.1 then F.Playing=true J(F)else J()end V[F]=true end;[Enum.HumanoidStateType.Seated]=function()J()end;[Enum.HumanoidStateType.Dead]=function()J()c(e.Died)end}local R={[e.Climbing]=function(F,c,b)c.Playing=b.Magnitude>.1 end,[e.FreeFalling]=function(F,c,b)if b.Magnitude>75 then c.Volume=math.clamp(c.Volume+.9*F,0,1)else c.Volume=0 end end,[e.Running]=function(F,c,b)c.SoundId=""c.PlaybackSpeed=0 c.Volume=0 c.EmitterSize=0 end}local z={[Enum.HumanoidStateType.RunningNoPhysics]=Enum.HumanoidStateType.Running}local u=z[D:GetState()]or D:GetState()local l={}local q=D.StateChanged:Connect(function(F,c)c=z[c]or c if c~=u then local F=v[c]if F then F()end u=c end end)local E=RunService.Stepped:Connect(function(F,c)for F in pairs(V)do local b=R[F]if b then b(c,F,W.Velocity)end end end)local U local f local A local function t()q:Disconnect()E:Disconnect()U:Disconnect()f:Disconnect()A:Disconnect()end U=D.AncestryChanged:Connect(function(F,c)if not c then t()end end)f=W.AncestryChanged:Connect(function(F,c)if not c then t()end end)A=b.CharacterAdded:Connect(t)end local function W(F)local function c(c)if not c.Parent then waitForFirst(c.AncestryChanged,F.CharacterAdded)end if F.Character~=c or not c.Parent then return end local b=c:FindFirstChildOfClass("\072\117\109\097\110\111\105\100")while c:IsDescendantOf(game)and not b do waitForFirst(c.ChildAdded,c.AncestryChanged,F.CharacterAdded)b=c:FindFirstChildOfClass("\072\117\109\097\110\111\105\100")end if F.Character~=c or not c:IsDescendantOf(game)then return end local W=c:FindFirstChild("\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116")while c:IsDescendantOf(game)and not W do waitForFirst(c.ChildAdded,c.AncestryChanged,b.AncestryChanged,F.CharacterAdded)W=c:FindFirstChild("\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116")end if W and(b:IsDescendantOf(game)and(c:IsDescendantOf(game)and F.Character==c))then D(F,b,W)end end if F.Character then c(F.Character)end F.CharacterAdded:Connect(c)end Players.PlayerAdded:Connect(W)for F,c in ipairs(Players:GetPlayers())do W(c)end repeat wait()until game.Players.LocalPlayer.Character local e=game.Players.LocalPlayer.Character local V=e:WaitForChild("\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116")local J=V:WaitForChild("\082\117\110\110\105\110\103")local v=e:WaitForChild("\072\117\109\097\110\111\105\100")local R=0 v.Changed:Connect(function(F) end)v.Running:connect(function(F)J.PlaybackSpeed=1 J.Volume=0 J.EmitterSize=0 R=F end)
-- map a value from one range to another
local function map(x, inMin, inMax, outMin, outMax)
	return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin
end

local function playSound(sound)
	sound.TimePosition = 0
	sound.Playing = true
end

local function stopSound(sound)
	sound.Playing = false
	sound.TimePosition = 0
end

local function initializeSoundSystem(player, humanoid, rootPart)
	local sounds = {}

	-- initialize sounds
	for name, props in pairs(SOUND_DATA) do
		local sound = Instance.new("Sound")
		sound.Name = name

		-- set default values
		sound.Archivable = false
		sound.EmitterSize = 5
		sound.MaxDistance = 150
		sound.Volume = 0.65

		for propName, propValue in pairs(props) do
			sound[propName] = propValue
		end

		sound.Parent = rootPart
		sounds[name] = sound
	end

	local playingLoopedSounds = {}

	local function stopPlayingLoopedSounds(except)
		for sound in pairs(playingLoopedSounds) do
			if sound ~= except then
				sound.Playing = false
				playingLoopedSounds[sound] = nil
			end
		end
	end

	-- state transition callbacks
	local stateTransitions = {
		[Enum.HumanoidStateType.FallingDown] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.GettingUp] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.GettingUp)
		end,

		[Enum.HumanoidStateType.Jumping] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Jumping)
		end,

		[Enum.HumanoidStateType.Swimming] = function()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 0.1 then
				sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
				playSound(sounds.Splash)
			end
			stopPlayingLoopedSounds(sounds.Swimming)
			sounds.Swimming.Playing = true
			playingLoopedSounds[sounds.Swimming] = true
		end,

		[Enum.HumanoidStateType.Freefall] = function()
			sounds.FreeFalling.Volume = 0
			stopPlayingLoopedSounds(sounds.FreeFalling)
			playingLoopedSounds[sounds.FreeFalling] = true
		end,

		[Enum.HumanoidStateType.Landed] = function()
			stopPlayingLoopedSounds()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 75 then
				sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
				playSound(sounds.Landing)
			end
		end,

		[Enum.HumanoidStateType.Running] = function()
			stopPlayingLoopedSounds(sounds.Running)
			sounds.Running.Playing = true
			playingLoopedSounds[sounds.Running] = true
		end,

		[Enum.HumanoidStateType.Climbing] = function()
			local sound = sounds.Climbing
			if math.abs(rootPart.Velocity.Y) > 0.1 then
				sound.Playing = true
				stopPlayingLoopedSounds(sound)
			else
				stopPlayingLoopedSounds()
			end
			playingLoopedSounds[sound] = true
		end,

		[Enum.HumanoidStateType.Seated] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.Dead] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Died)
		end,
	}

	-- updaters for looped sounds
	local loopedSoundUpdaters = {
		[sounds.Climbing] = function(dt, sound, vel)
			sound.Playing = vel.Magnitude > 0.1
		end,

		[sounds.FreeFalling] = function(dt, sound, vel)
			if vel.Magnitude > 75 then
				sound.Volume = math.clamp(sound.Volume + 0.9 * dt, 0, 1)
			else
				sound.Volume = 0
			end
		end,

		[sounds.Running] = function(dt, sound, vel)
			--sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5

			sound.SoundId = ""
			sound.PlaybackSpeed = 0
			sound.Volume = 0
			sound.EmitterSize = 0
		end,
	}

	-- state substitutions to avoid duplicating entries in the state table
	local stateRemap = {
		[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
	}

	local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()
	local activeConnections = {}

	local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
		state = stateRemap[state] or state

		if state ~= activeState then
			local transitionFunc = stateTransitions[state]

			if transitionFunc then
				transitionFunc()
			end

			activeState = state
		end
	end)

	local steppedConn = RunService.Stepped:Connect(function(_, worldDt)
		-- update looped sounds on stepped
		for sound in pairs(playingLoopedSounds) do
			local updater = loopedSoundUpdaters[sound]

			if updater then
				updater(worldDt, sound, rootPart.Velocity)
			end
		end
	end)

	local humanoidAncestryChangedConn
	local rootPartAncestryChangedConn
	local characterAddedConn

	local function terminate()
		stateChangedConn:Disconnect()
		steppedConn:Disconnect()
		humanoidAncestryChangedConn:Disconnect()
		rootPartAncestryChangedConn:Disconnect()
		characterAddedConn:Disconnect()
	end

	humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)

	rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)

	characterAddedConn = player.CharacterAdded:Connect(terminate)
end

local function playerAdded(player)
	local function characterAdded(character)
		-- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications:
		-- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically.
		-- ** must use a waitForFirst on everything and listen for hierarchy changes.
		-- * the character might not be in the dm by the time CharacterAdded fires
		-- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again
		-- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented.
		-- * RootPart probably won't exist immediately.
		-- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented.

		if not character.Parent then
			waitForFirst(character.AncestryChanged, player.CharacterAdded)
		end

		if player.Character ~= character or not character.Parent then
			return
		end

		local humanoid = character:FindFirstChildOfClass("Humanoid")
		while character:IsDescendantOf(game) and not humanoid do
			waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded)
			humanoid = character:FindFirstChildOfClass("Humanoid")
		end

		if player.Character ~= character or not character:IsDescendantOf(game) then
			return
		end

		-- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals
		local rootPart = character:FindFirstChild("HumanoidRootPart")
		while character:IsDescendantOf(game) and not rootPart do
			waitForFirst(
				character.ChildAdded,
				character.AncestryChanged,
				humanoid.AncestryChanged,
				player.CharacterAdded
			)
			rootPart = character:FindFirstChild("HumanoidRootPart")
		end

		if
			rootPart
			and humanoid:IsDescendantOf(game)
			and character:IsDescendantOf(game)
			and player.Character == character
		then
			initializeSoundSystem(player, humanoid, rootPart)
		end
	end

	if player.Character then
		characterAdded(player.Character)
	end
	player.CharacterAdded:Connect(characterAdded)
end

Players.PlayerAdded:Connect(playerAdded)
for _, player in ipairs(Players:GetPlayers()) do
	playerAdded(player)
end

repeat
	wait()
until game.Players.LocalPlayer.Character

local Character = game.Players.LocalPlayer.Character
local Head = Character:WaitForChild("HumanoidRootPart")
local RunningSound = Head:WaitForChild("Running")
local Humanoid = Character:WaitForChild("Humanoid")
local vel = 0

Humanoid.Changed:Connect(function(property) end)

Humanoid.Running:connect(function(a)
	RunningSound.PlaybackSpeed = 1
	RunningSound.Volume = 0
	RunningSound.EmitterSize = 0
	vel = a
end)
