soundManager.flashVersion = 8;
soundManager.debugMode = false; // disable debug output
//soundManager.url = '../../'; // path to directory containing SoundManager2 .SWF file
soundManager.onload = function() {
  // soundManager.createSound() etc. may now be called
  //soundManager._writeDebug('soundManager.onload() - your code executes here');
}

var success_sounds = ['all_right1', 'aww_yeah1', 'fanfare1', 'nice1', 'yay1', 'yay2'];
var hello_sounds = ['hey1', 'wasup1'];
var goodbye_sounds = ['bye1', 'hasta1'];
var chat_sounds = ['boop1'];
var new_word_sounds = ['boop1'];

function getRandomSound(collection) {	
	//returns a mp3 filename string
	var path_to_sounds = "/sounds/";
	return path_to_sounds + collection[Math.floor(Math.random()*collection.length)] + ".mp3";
}

function playSound(sound_name, sound_path) {
	if (LAST_MESSAGE_ID == 0) {
		//don't play sounds on first joining room
		return;
	}
	else {
		soundManager.play(sound_name, sound_name);		
	}
}

function PlayVictory() {
	var sound_name = getRandomSound(success_sounds);
	playSound(sound_name, sound_name);
}

function PlayHello() {
	var sound_name = getRandomSound(hello_sounds);
	playSound(sound_name, sound_name);
}

function PlayGoodbye() {
	var sound_name = getRandomSound(goodbye_sounds);
	playSound(sound_name, sound_name);
}

function PlayNewWords() {
	var sound_name = getRandomSound(new_word_sounds);
	playSound(sound_name, sound_name);
}

function PlayChat() {
	return; //disabling chat sounds for now
	var sound_name = getRandomSound(chat_sounds);
	playSound(sound_name, sound_name);
}

