	Running = 1;


	Swimming = 2;

	Climbing = 3,

	Jumping = 4;

	GettingUp = 5;

	FreeFalling = 6;

	FallingDown = 7;

	Landing = 8;

	Splash = 9;

}



local Humanoid = nil

local Head = nil



--SFX ID to Sound object

local Sounds = {}



do

	local Figure = script.Parent.Parent

	Head = Figure:WaitForChild("Head")

	while not Humanoid do

		for _,NewHumanoid in pairs(Figure:GetChildren()) do

			if NewHumanoid:IsA("Humanoid") then

				Humanoid = NewHumanoid

				break

			end

		end

		Figure.ChildAdded:wait()

	end

	

	Sounds[SFX.Died] = 			Head:WaitForChild("Died")

	Sounds[SFX.Running] = 		Head:WaitForChild("Running")

	Sounds[SFX.Swimming] = 	Head:WaitForChild("Swimming")

	Sounds[SFX.Climbing] = 	Head:WaitForChild("Climbing")

	Sounds[SFX.Jumping] = 		Head:WaitForChild("Jumping")

	Sounds[SFX.GettingUp] = 	Head:WaitForChild("GettingUp")

	Sounds[SFX.FreeFalling] = 	Head:WaitForChild("FreeFalling")

	Sounds[SFX.Landing] = 		Head:WaitForChild("Landing")

	Sounds[SFX.Splash] = 		Head:WaitForChild("Splash")

end



local Util

Util = {

	

	--Define linear relationship between (pt1x,pt2x) and (pt2x,pt2y). Evaluate this at x.

	YForLineGivenXAndTwoPts = function(x,pt1x,pt1y,pt2x,pt2y)

		--(y - y1)/(x - x1) = m

		local m = (pt1y - pt2y) / (pt1x - pt2x)

		--float b = pt1.y - m * pt1.x;

		local b = (pt1y - m * pt1x)

		return m * x + b

	end;

	

	--Clamps the value of "val" between the "min" and "max"

	Clamp = function(val,min,max)

		return math.min(max,math.max(min,val))	

	end;

	

	--Gets the horizontal (x,z) velocity magnitude of the given part

	HorizontalSpeed = function(Head)

		local hVel = Head.Velocity + Vector3.new(0,-Head.Velocity.Y,0)

		return hVel.magnitude	

	end;

	

	--Gets the vertical (y) velocity magnitude of the given part

	VerticalSpeed = function(Head)

		return math.abs(Head.Velocity.Y)

	end;

	

	--Setting Playing/TimePosition values directly result in less network traffic than Play/Pause/Resume/Stop

	--If these properties are enabled, use them.

	Play = function(sound)		

		if sound.TimePosition ~= 0 then

			sound.TimePosition = 0

		end

		if not sound.IsPlaying then

			sound.Playing = true

		end

	end;

	Pause = function(sound)

		if sound.IsPlaying then

			sound.Playing = false

		end

	end;

	Resume = function(sound)

		if not sound.IsPlaying then

			sound.Playing = true

		end

	end;

	Stop = function(sound)

		if sound.IsPlaying then

			sound.Playing = false

		end

		if sound.TimePosition ~= 0 then

			sound.TimePosition = 0

		end

	end;

}



do

	-- List of all active Looped sounds

	local playingLoopedSounds = {}

	

	-- Last seen Enum.HumanoidStateType

	local activeState = nil

	

	-- Verify and set that "sound" is in "playingLoopedSounds".

	function setSoundInPlayingLoopedSounds(sound)

		for i=1, #playingLoopedSounds do

			if playingLoopedSounds[i] == sound then

				return

			end

		end	

		table.insert(playingLoopedSounds,sound)

	end

	

	-- Stop all active looped sounds except parameter "except". If "except" is not passed, all looped sounds will be stopped.

	function stopPlayingLoopedSoundsExcept(except)

		for i=#playingLoopedSounds,1,-1 do

			if playingLoopedSounds[i] ~= except then

				Util.Pause(playingLoopedSounds[i])			

				table.remove(playingLoopedSounds,i)	

			end

		end

	end

	

	-- Table of Enum.HumanoidStateType to handling function

	local stateUpdateHandler = {

		[Enum.HumanoidStateType.Dead] = function()

			stopPlayingLoopedSoundsExcept()

			local sound = Sounds[SFX.Died]

			Util.Play(sound)

		end;

		

		[Enum.HumanoidStateType.RunningNoPhysics] = function()

			stateUpdated(Enum.HumanoidStateType.Running)

		end;

		

		[Enum.HumanoidStateType.Running] = function()	

			local sound = Sounds[SFX.Running]

			stopPlayingLoopedSoundsExcept(sound)

			

			if Util.HorizontalSpeed(Head) > 0.5 then

				Util.Resume(sound)

				setSoundInPlayingLoopedSounds(sound)

			else

				stopPlayingLoopedSoundsExcept()

			end

		end;

		

		[Enum.HumanoidStateType.Swimming] = function()

			if activeState ~= Enum.HumanoidStateType.Swimming and Util.VerticalSpeed(Head) > 0.1 then

				local splashSound = Sounds[SFX.Splash]

				splashSound.Volume = Util.Clamp(

					Util.YForLineGivenXAndTwoPts(

						Util.VerticalSpeed(Head), 

						100, 0.28, 

						350, 1),

					0,1)

				Util.Play(splashSound)

			end

			

			do

				local sound = Sounds[SFX.Swimming]

				stopPlayingLoopedSoundsExcept(sound)

				Util.Resume(sound)

				setSoundInPlayingLoopedSounds(sound)

			end

		end;

		

		[Enum.HumanoidStateType.Climbing] = function()

			local sound = Sounds[SFX.Climbing]

			if Util.VerticalSpeed(Head) > 0.1 then

				Util.Resume(sound)

				stopPlayingLoopedSoundsExcept(sound)

			else

				stopPlayingLoopedSoundsExcept()

			end		

			setSoundInPlayingLoopedSounds(sound)

		end;

		

		[Enum.HumanoidStateType.Jumping] = function()

			if activeState == Enum.HumanoidStateType.Jumping then

				return

			end		

			stopPlayingLoopedSoundsExcept()

			local sound = Sounds[SFX.Jumping]

			Util.Play(sound)

		end;

		

		[Enum.HumanoidStateType.GettingUp] = function()

			stopPlayingLoopedSoundsExcept()

			local sound = Sounds[SFX.GettingUp]

			Util.Play(sound)

		end;

		

		[Enum.HumanoidStateType.Freefall] = function()

			if activeState == Enum.HumanoidStateType.Freefall then

				return

			end

			local sound = Sounds[SFX.FreeFalling]

			sound.Volume = 0

			stopPlayingLoopedSoundsExcept()

		end;

		

		[Enum.HumanoidStateType.FallingDown] = function()

			stopPlayingLoopedSoundsExcept()

		end;

		

		[Enum.HumanoidStateType.Landed] = function()

			stopPlayingLoopedSoundsExcept()

			if Util.VerticalSpeed(Head) > 75 then

				local landingSound = Sounds[SFX.Landing]

				landingSound.Volume = Util.Clamp(

					Util.YForLineGivenXAndTwoPts(

						Util.VerticalSpeed(Head), 

						50, 0, 

						100, 1),

					0,1)

				Util.Play(landingSound)			

			end

		end;

		

		[Enum.HumanoidStateType.Seated] = function()

			stopPlayingLoopedSoundsExcept()

		end;	

	}

	

	-- Handle state event fired or OnChange fired

	function stateUpdated(state)

		if stateUpdateHandler[state] ~= nil then

			stateUpdateHandler[state]()

		end

		activeState = state

	end

	

	Humanoid.Died:connect(			function() stateUpdated(Enum.HumanoidStateType.Dead) 			end)

	Humanoid.Running:connect(		function() stateUpdated(Enum.HumanoidStateType.Running) 		end)

	Humanoid.Swimming:connect(		function() stateUpdated(Enum.HumanoidStateType.Swimming) 		end)

	Humanoid.Climbing:connect(		function() stateUpdated(Enum.HumanoidStateType.Climbing) 		end)

	Humanoid.Jumping:connect(		function() stateUpdated(Enum.HumanoidStateType.Jumping) 		end)

	Humanoid.GettingUp:connect(		function() stateUpdated(Enum.HumanoidStateType.GettingUp) 		end)

	Humanoid.FreeFalling:connect(		function() stateUpdated(Enum.HumanoidStateType.Freefall) 		end)

	Humanoid.FallingDown:connect(		function() stateUpdated(Enum.HumanoidStateType.FallingDown) 	end)

	

	-- required for proper handling of Landed event

	Humanoid.StateChanged:connect(function(old, new)

		stateUpdated(new)

	end)

	

	

	function onUpdate(stepDeltaSeconds, tickSpeedSeconds)

		local stepScale = stepDeltaSeconds / tickSpeedSeconds

		do

			local sound = Sounds[SFX.FreeFalling]

			if activeState == Enum.HumanoidStateType.Freefall then

				if Head.Velocity.Y < 0 and Util.VerticalSpeed(Head) > 75 then

					Util.Resume(sound)

					

					--Volume takes 1.1 seconds to go from volume 0 to 1

					local ANIMATION_LENGTH_SECONDS = 1.1

					

					local normalizedIncrement = tickSpeedSeconds / ANIMATION_LENGTH_SECONDS									

					sound.Volume = Util.Clamp(sound.Volume + normalizedIncrement * stepScale, 0, 1)

				else

					sound.Volume = 0

				end			

			else

				Util.Pause(sound)

			end

		end

		

		do

			local sound = Sounds[SFX.Running]

			if activeState == Enum.HumanoidStateType.Running then

				if Util.HorizontalSpeed(Head) < 0.5 then

					Util.Pause(sound)

				end

			end

		end		

	end

	

	local lastTick = tick()

	local TICK_SPEED_SECONDS = 0.25

	while true do

		onUpdate(tick() - lastTick,TICK_SPEED_SECONDS)

		lastTick = tick()

		wait(TICK_SPEED_SECONDS)

	end

end

