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