let ShotSE1 = GetCurrentScriptDirectory ~ "../sound/shot1.wav";
let ShotSE2 = GetCurrentScriptDirectory ~ "../sound/shot2.wav";
let ShotSE3 = GetCurrentScriptDirectory ~ "../sound/break_se2.wav";
let ShotSE4 = GetCurrentScriptDirectory ~ "../sound/break_se.wav";
let ExpSE1 = GetCurrentScriptDirectory ~ "../sound/se_enep01.wav";
let ExpSE2 = GetCurrentScriptDirectory ~ "../sound/se_enep02.wav";
let ExpSE3 = GetCurrentScriptDirectory ~ "../sound/se_enep00_2.wav";
let ChargeSE = GetCurrentScriptDirectory ~ "../sound/se_ch02.wav";
let AuraSE = GetCurrentScriptDirectory ~ "../sound/se_option.wav";
let SpellSE = GetCurrentScriptDirectory ~ "../sound/se_cat00.wav";
let SpellGetSE = GetCurrentScriptDirectory ~ "../sound/se_cardget.wav";
let LaserSE1 = GetCurrentScriptDirectory ~ "../sound/se_lazer00.wav";
let LaserSE2 = GetCurrentScriptDirectory ~ "../sound/se_lazer01.wav";
let PhaseSE1 = GetCurrentScriptDirectory ~ "../sound/se_boon00.wav";
let PhaseSE2 = GetCurrentScriptDirectory ~ "../sound/se_boon01.wav";
let FamiliarSE = GetCurrentScriptDirectory ~ "../sound/se_option.wav";
let PlayerShotSE = GetCurrentScriptDirectory ~ "../sound/se_plst00.wav";
let FlightSE = GetCurrentScriptDirectory ~ "../sound/burst.wav";
let DisableSE = GetCurrentScriptDirectory ~ "../sound/se_invalid.wav";
let BurstSE = GetCurrentScriptDirectory ~ "../sound/se_don00.wav";
let SlashSE1 = GetCurrentScriptDirectory ~ "../sound/break_se4.wav";
let SlashSE2 = GetCurrentScriptDirectory ~ "../sound/se_slash.wav";
let ShutterSE = GetCurrentScriptDirectory ~ "../sound/se_shutter.wav";
let FocusSE = GetCurrentScriptDirectory ~ "../sound/se_focus.wav";
let GunSE = GetCurrentScriptDirectory ~ "../sound/se_gunshot.wav";
let ReloadSE = GetCurrentScriptDirectory ~ "../sound/se_reload.wav";
let PauseSE = GetCurrentScriptDirectory ~ "../sound/se_pause.wav";
let ChooseSE = GetCurrentScriptDirectory ~ "../sound/select.wav";

let BGM = GetCurrentScriptDirectory() ~ "../music/02. 1NF3$+@+!0N.mp3";

LoadSound(ExpSE1);
LoadSound(ShotSE1);
LoadSound(ShotSE2);
LoadSound(ShotSE4);
LoadSound(ChargeSE);
LoadSound(AuraSE);
LoadSound(ExpSE2);
LoadSound(ExpSE3);
LoadSound(SpellSE);
LoadSound(SpellGetSE);
LoadSound(LaserSE1);
LoadSound(LaserSE2);
LoadSound(PhaseSE1);
LoadSound(PhaseSE2);
LoadSound(FamiliarSE);
LoadSound(PlayerShotSE);
LoadSound(FlightSE);
LoadSound(DisableSE);
LoadSound(ShotSE3);
LoadSound(BurstSE);
LoadSound(SlashSE1);
LoadSound(SlashSE2);
LoadSound(ShutterSE);
LoadSound(FocusSE);
LoadSound(GunSE);
LoadSound(ReloadSE);
LoadSound(PauseSE);
LoadSound(ChooseSE);

function Music{
	let bgm = ObjSound_Create;
	ObjSound_Load(bgm, BGM);
	ObjSound_SetSoundDivision(BGM, SOUND_BGM);
	ObjSound_SetLoopEnable(bgm, true);
	ObjSound_SetLoopTime(bgm, 0, 126.3);
	ObjSound_Play(bgm);
	return bgm;
}