extends AudioStreamPlayer var sounds = [] func _ready(): sounds.append("res://SFX/boop/C.wav") sounds.append("res://SFX/boop/C#.wav") sounds.append("res://SFX/boop/D.wav") sounds.append("res://SFX/boop/D#.wav") sounds.append("res://SFX/boop/E.wav") sounds.append("res://SFX/boop/F.wav") sounds.append("res://SFX/boop/F#.wav") sounds.append("res://SFX/boop/G.wav") sounds.append("res://SFX/boop/G#.wav") sounds.append("res://SFX/boop/A.wav") sounds.append("res://SFX/boop/A#.wav") sounds.append("res://SFX/boop/B.wav") var sfx # play the highest note when the multiplayer is larger than the amount of available sounds if(sounds.size() <= GameStats.multiplier): sfx = load(sounds[sounds.size() - 1]) else: sfx = load(sounds[GameStats.multiplier - 1]) stream = sfx play()