# Gojo sound map v2: event = clip, clip, ...  (one is picked at random; empty = no sound)
# Clip names are the .wav files in this folder without the extension; vo:<group> is one of the game's voice groups (voice_groups.json).
volume = 0.3
spawn = vo:start_01, vo:start_02, vo:start_03    # stage start
select = vo:start_01    # character select
jump = vo:jump_01    # jump (plays sometimes)
dash = vo:dash_01    # dash
melee_voice = vo:normalattack1_01_01, vo:normalattack2_01_01, vo:normalattack3_01_01    # melee combo shout
melee_hit = SE_CP_000_06011, SE_CP_000_06101, SE_CP_000_06111    # melee hit
teleport = SE_CP_000_02001    # Teleport: vanishes
teleport_end = SE_CP_000_02002    # Teleport: arrives
blue_voice = vo:cursedenergyattack1_1_01_01    # Blue
blue_cast = SE_CP_050_01011    # Blue appears
blue_loop = SE_CP_050_01001    # Blue pulling
red_voice = vo:cursedenergyattack2_1_01_01    # Red
red_charge = SE_CP_050_01101    # Red charging
red_fire = SE_CP_050_01111, SE_CP_050_01121    # Red fires
purple_voice = vo:extraattack1_01_01    # Hollow Purple
purple_charge = SE_CP_050_01201    # Hollow Purple: Blue and Red meet
purple_fire = SE_CP_050_01211    # Hollow Purple fires
domain_voice = vo:supercursedenergyattack_01_01    # Domain Expansion: Unlimited Void
domain_se = SE_CP_050_02001    # Domain Expansion opens
domain_close = SE_CP_050_02301    # Domain Expansion closes
infinity = SE_CP_050_03001    # Infinity stops a hit
infinity_voice = vo:guard_01    # Infinity
levelmax = vo:levelup_max_01_01    # cursed energy full
kill = vo:attack_kill_01    # after a kill
death = vo:dead_01    # death
