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package electroblob.wizardry.registry;
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import electroblob.wizardry.Wizardry;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.SoundEvent;
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import net.minecraftforge.event.RegistryEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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/**
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* Class responsible for defining, storing and registering all of wizardry's sound events. For some reason, these
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* worked in the beta versions despite not being registered...
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* @author Electroblob
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* @since Wizardry 2.1
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*/
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@Mod.EventBusSubscriber
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public final class WizardrySounds {
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// Anything with LOOP in its name is intended to be played in a continuous loop.
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public static final SoundEvent SPELL_SPARK = createSound("arc");
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public static final SoundEvent SPELL_CONJURATION = createSound("aura");
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public static final SoundEvent SPELL_SHOCKWAVE = createSound("boom");
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public static final SoundEvent SPELL_LOOP_CRACKLE = createSound("crackle");
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public static final SoundEvent SPELL_SUMMONING = createSound("darkaura");
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public static final SoundEvent SPELL_DEFLECTION = createSound("effect");
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public static final SoundEvent SPELL_LIGHTNING = createSound("electricitya");
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public static final SoundEvent SPELL_LOOP_LIGHTNING = createSound("electricityb");
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public static final SoundEvent SPELL_LOOP_FIRE = createSound("flameray");
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public static final SoundEvent SPELL_FREEZE = createSound("freeze");
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public static final SoundEvent SPELL_LOOP_ICE = createSound("frostray");
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public static final SoundEvent SPELL_HEAL = createSound("heal");
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public static final SoundEvent SPELL_ICE = createSound("ice");
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public static final SoundEvent SPELL_CONJURATION_LARGE = createSound("largeaura");
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public static final SoundEvent SPELL_MAGIC = createSound("magic");
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public static final SoundEvent SPELL_LOOP_SPARKLE = createSound("sparkle");
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public static final SoundEvent SPELL_LOOP_WIND = createSound("wind");
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public static final SoundEvent SPELL_EARTHQUAKE = createSound("rumble");
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public static final SoundEvent SPELL_FORCE = createSound("force");
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/** Trick borrowed from the Twilight Forest, makes things neater. */
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public static SoundEvent createSound(String name){
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// All the setRegistryName methods delegate to this one, it doesn't matter which you use.
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return new SoundEvent(new ResourceLocation(Wizardry.MODID, name)).setRegistryName(name);
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}
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@SubscribeEvent
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public static void register(RegistryEvent.Register<SoundEvent> event){
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event.getRegistry().register(SPELL_SPARK);
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event.getRegistry().register(SPELL_CONJURATION);
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event.getRegistry().register(SPELL_SHOCKWAVE);
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event.getRegistry().register(SPELL_LOOP_CRACKLE);
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event.getRegistry().register(SPELL_SUMMONING);
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event.getRegistry().register(SPELL_DEFLECTION);
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event.getRegistry().register(SPELL_LIGHTNING);
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event.getRegistry().register(SPELL_LOOP_LIGHTNING);
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event.getRegistry().register(SPELL_LOOP_FIRE);
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event.getRegistry().register(SPELL_FREEZE);
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event.getRegistry().register(SPELL_LOOP_ICE);
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event.getRegistry().register(SPELL_HEAL);
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event.getRegistry().register(SPELL_ICE);
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event.getRegistry().register(SPELL_CONJURATION_LARGE);
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event.getRegistry().register(SPELL_MAGIC);
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event.getRegistry().register(SPELL_LOOP_SPARKLE);
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event.getRegistry().register(SPELL_LOOP_WIND);
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event.getRegistry().register(SPELL_EARTHQUAKE);
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event.getRegistry().register(SPELL_FORCE);
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}
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}
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