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

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 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 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
