local function R(R,l,a,M,U)return((R-l)*(U-M))/(a-l)+M end local function l(R)R.TimePosition=0 R.Playing=true end local function a(R)local l={}for R,a in pairs(R)do l[R]=a end return l end local function M(M,U,E)local O={}for R,l in pairs(SOUND_DATA)do local a=Instance.new("\083\111\117\110\100")a.Name=R a.Archivable=false a.EmitterSize=5 a.MaxDistance=150 a.Volume=.65 for R,l in pairs(l)do a[R]=l end a.Parent=E O[R]=a end local x={}local function p(R)for l in pairs(a(x))do if l~=R then l.Playing=false x[l]=nil end end end local C={[Enum.HumanoidStateType.FallingDown]=function()p()end,[Enum.HumanoidStateType.GettingUp]=function()p()l(O.GettingUp)end;[Enum.HumanoidStateType.Jumping]=function()p()l(O.Jumping)end;[Enum.HumanoidStateType.Swimming]=function()local a=math.abs(E.Velocity.Y)if a>.1 then O.Splash.Volume=math.clamp(R(a,100,350,.28,1),0,1)l(O.Splash)end p(O.Swimming)O.Swimming.Playing=true x[O.Swimming]=true end,[Enum.HumanoidStateType.Freefall]=function()O.FreeFalling.Volume=0 p(O.FreeFalling)x[O.FreeFalling]=true end,[Enum.HumanoidStateType.Landed]=function()p()local a=math.abs(E.Velocity.Y)if a>75 then O.Landing.Volume=math.clamp(R(a,50,100,0,1),0,1)l(O.Landing)end end;[Enum.HumanoidStateType.Running]=function()p(O.Running)O.Running.Playing=true x[O.Running]=true end;[Enum.HumanoidStateType.Climbing]=function()local R=O.Climbing if math.abs(E.Velocity.Y)>.1 then R.Playing=true p(R)else p()end x[R]=true end,[Enum.HumanoidStateType.Seated]=function()p()end,[Enum.HumanoidStateType.Dead]=function()p()l(O.Died)end}local N={[O.Climbing]=function(R,l,a)l.Playing=a.Magnitude>.1 end;[O.FreeFalling]=function(R,l,a)if a.Magnitude>75 then l.Volume=math.clamp(l.Volume+.9*R,0,1)else l.Volume=0 end end,[O.Running]=function(R,l,a)l.Playing=a.Magnitude>.5 and U.MoveDirection.Magnitude>.5 end}local G={[Enum.HumanoidStateType.RunningNoPhysics]=Enum.HumanoidStateType.Running}local y=G[U:GetState()]or U:GetState()local g=U.StateChanged:Connect(function(R,l)l=G[l]or l if l~=y then local R=C[l]if R then R()end y=l end end)local B=RunService.Stepped:Connect(function(R,l)for R in pairs(x)do local a=N[R]if a then a(l,R,E.Velocity)end end end)local j local H local w local function v()g:Disconnect()B:Disconnect()j:Disconnect()H:Disconnect()w:Disconnect()end j=U.AncestryChanged:Connect(function(R,l)if not l then v()end end)H=E.AncestryChanged:Connect(function(R,l)if not l then v()end end)w=M.CharacterAdded:Connect(v)end local function U(R)local function l(l)if not l.Parent then waitForFirst(l.AncestryChanged,R.CharacterAdded)end if R.Character~=l or not l.Parent then return end local a=l:FindFirstChildOfClass("\072\117\109\097\110\111\105\100")while l:IsDescendantOf(game)and not a do waitForFirst(l.ChildAdded,l.AncestryChanged,R.CharacterAdded)a=l:FindFirstChildOfClass("\072\117\109\097\110\111\105\100")end if R.Character~=l or not l:IsDescendantOf(game)then return end local U=l:FindFirstChild("\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116")while l:IsDescendantOf(game)and not U do waitForFirst(l.ChildAdded,l.AncestryChanged,a.AncestryChanged,R.CharacterAdded)U=l:FindFirstChild("\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116")end if U and(a:IsDescendantOf(game)and(l:IsDescendantOf(game)and R.Character==l))then M(R,a,U)end end if R.Character then l(R.Character)end R.CharacterAdded:Connect(l)end Players.PlayerAdded:Connect(U)for R,l in ipairs(Players:GetPlayers())do U(l)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 shallowCopy(t)
	local out = {}
	for k, v in pairs(t) do
		out[k] = v
	end
	return out
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(shallowCopy(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
		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 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
