let SE_CHARGE_NORM 	= CSD ~ "./SystemData/SoundData/SE/SE_CHARGE_NORM.wav";
let SE_CHARGE_WARP	= CSD ~ "./SystemData/SoundData/SE/SE_CHARGE_WARP.wav";
let SE_OVERCHARGE 	= CSD ~ "./SystemData/SoundData/SE/SE_OVERCHARGE.wav";

let SE_SPELLCARD 	= CSD ~ "./SystemData/SoundData/SE/SE_SPELLCARD.wav";
let SE_SPELLBREAK	= CSD ~ "./SystemData/SoundData/SE/SE_SPELLBREAK.wav";
let SE_CAPTURE 		= CSD ~ "./SystemData/SoundData/SE/SE_CAPTURE.wav";
let SE_FAILURE 		= CSD ~ "./SystemData/SoundData/SE/SE_FAILURE.wav";

let SE_BOSS_VANISH	= CSD ~ "./SystemData/SoundData/SE/SE_BOSS_VANISH.wav";

let SE_SHOT_MAIN 	= CSD ~ "./SystemData/SoundData/SE/SE_SHOT_MAIN.wav";
let SE_SHOT_POWER	= CSD ~ "./SystemData/SoundData/SE/SE_SHOT_POWER.wav";
let SE_SHOT_BREAK	= CSD ~ "./SystemData/SoundData/SE/SE_SHOT_BREAK.wav";

let SE_LASER_AMP 	= CSD ~ "./SystemData/SoundData/SE/SE_LASER_AMP.wav";
let SE_LASER_CUT	= CSD ~ "./SystemData/SoundData/SE/SE_LASER_CUT.wav";
let SE_LASER_INV	= CSD ~ "./SystemData/SoundData/SE/SE_LASER_INV.wav";

let SE_WAVE_NEW 	= CSD ~ "./SystemData/SoundData/SE/SE_WAVE_NEW.wav";
let SE_WAVE_SET 	= CSD ~ "./SystemData/SoundData/SE/SE_WAVE_SET.wav";
let SE_BURST_MAIN 	= CSD ~ "./SystemData/SoundData/SE/SE_BURST_MAIN.wav";
let SE_BURST_SIDE 	= CSD ~ "./SystemData/SoundData/SE/SE_BURST_SIDE.wav";

let SE_ENERGY_LOW 	= CSD ~ "./SystemData/SoundData/SE/SE_ENERGY_LOW.wav";
let SE_ENERGY_HIGH	= CSD ~ "./SystemData/SoundData/SE/SE_ENERGY_HIGH.wav";

let SE_HUM_LOUD 	= CSD ~ "./SystemData/SoundData/SE/SE_HUM_LOUD.wav";
let SE_HUM_INV		= CSD ~ "./SystemData/SoundData/SE/SE_HUM_INV.wav";

let SE_FREEZE_MAIN 	= CSD ~ "./SystemData/SoundData/SE/SE_FREEZE_MAIN.wav";
let SE_FREEZE_SOFT 	= CSD ~ "./SystemData/SoundData/SE/SE_FREEZE_SOFT.wav";

let SE_BLAST		= CSD ~ "./SystemData/SoundData/SE/SE_BLAST.wav";
let SE_EXPLOSION 	= CSD ~ "./SystemData/SoundData/SE/SE_EXPLOSION.wav";
let SE_DISTORTION 	= CSD ~ "./SystemData/SoundData/SE/SE_DISTORTION.wav";
let SE_LANCE 		= CSD ~ "./SystemData/SoundData/SE/SE_LANCE.wav";

let SE_SLASH		= CSD ~ "./SystemData/SoundData/SE/SE_SLASH.wav";

let SE_TIME_STOP	= CSD ~ "./SystemData/SoundData/SE/SE_TIME_STOP.wav";
let SE_TIMEOUT		= CSD ~ "./SystemData/SoundData/SE/SE_TIMEOUT.wav";

task SOUND_Initialize{
	LoadSound(SE_CHARGE_NORM);
	LoadSound(SE_CHARGE_WARP);
	LoadSound(SE_OVERCHARGE);
	
	LoadSound(SE_SPELLCARD);
	LoadSound(SE_SPELLBREAK);
	LoadSound(SE_CAPTURE);
	LoadSound(SE_FAILURE);
	
	LoadSound(SE_BOSS_VANISH);
	
	LoadSound(SE_SHOT_MAIN);
	LoadSound(SE_SHOT_POWER);
	LoadSound(SE_SHOT_BREAK);
	
	LoadSound(SE_LASER_AMP);
	LoadSound(SE_LASER_CUT);
	LoadSound(SE_LASER_INV);
	
	LoadSound(SE_WAVE_NEW);
	LoadSound(SE_WAVE_SET);
	LoadSound(SE_BURST_MAIN);
	LoadSound(SE_BURST_SIDE);
	
	LoadSound(SE_ENERGY_LOW);
	LoadSound(SE_ENERGY_HIGH);
	
	LoadSound(SE_HUM_LOUD);
	LoadSound(SE_HUM_INV);
	
	LoadSound(SE_FREEZE_MAIN);
	LoadSound(SE_FREEZE_SOFT);
	
	LoadSound(SE_BLAST);
	LoadSound(SE_EXPLOSION);
	LoadSound(SE_DISTORTION);
	LoadSound(SE_LANCE);
	
	LoadSound(SE_SLASH);
	
	LoadSound(SE_TIME_STOP);
	LoadSound(SE_TIMEOUT);
}