;「586_misaki_always.st」ファイルの [Statedef -2] より下に、以下の記述をコピー＆ペーストしてください。

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; Voice Sounds
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[State -2, Intro]
Type = PlaySnd
Trigger1 = StateNo = 4001
Trigger1 = Time = 1
Value = s190, Random%3
Channel = 0
IgnoreHitPause = 1

[State -2, Win - 1]
Type = PlaySnd
Trigger1 = StateNo = 3000
Trigger1 = Time = 1
Value = s180, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, Win - 2]
Type = PlaySnd
Trigger1 = StateNo = 3010
Trigger1 = Time = 1
Value = s181, Random%2
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, Win - 3]
Type = PlaySnd
Trigger1 = StateNo = 3020
Trigger1 = Time = 1
Value = s182, Random%2
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, Draw]
Type = PlaySnd
Trigger1 = StateNo = 170
Trigger1 = Time = 1
Value = s170, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, HIT SHAKE]
Type = PlaySnd
TriggerAll = Time = 1 && Alive
Trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020
Trigger2 = StateNo = 5070 || StateNo = 5080
Value = s5000, Random%8
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -2, HIT_GETUP]
Type = PlaySnd
Trigger1 = StateNo = 5120
Trigger1 = Time = 1 && Alive
Value = s5120, Random%5
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, HIT_AIRFALLRECOVER]
Type = PlaySnd
Trigger1 = StateNo = 5210
Trigger1 = Time = 1 && Alive
Value = s5210, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, Back Dash]
Type = PlaySnd
Trigger1 = StateNo = 105
Trigger1 = Time = 1 && Alive
Value = s105, Random%3
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, Back Dash(Air)]
Type = PlaySnd
Trigger1 = StateNo = 115
Trigger1 = Time = 1 && Alive
Value = s115, Random%3
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, Recoil Guard]
Type = PlaySnd
Trigger1 = StateNo = 125
Trigger1 = Time = 1 && Alive
Value = s125, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -2, Instant Charge]
Type = PlaySnd
Trigger1 = StateNo = 600 || StateNo = 610
Trigger1 = Time = 1 && Alive
Value = s600, Random%2
Channel = 1
IgnoreHitPause = 1
Persistent = 0

[State -2, Throw - Failure]
Type = PlaySnd
Trigger1 = StateNo = 500 || StateNo = 520
Trigger1 = AnimElemTime(4) = 0 && Alive
Value = s500, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, Throw - Success]
Type = PlaySnd
Trigger1 = StateNo = 510
Trigger1 = AnimElemTime(5) = 0 && Alive
Trigger2 = StateNo = 530
Trigger2 = AnimElem = 7 && Alive
Value = s510, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, A or B(Near)]
Type = PlaySnd
TriggerAll = Time = 1 && Alive
Trigger1 = StateNo = 200 || StateNo = 210 || StateNo = 300 || StateNo = 400
Trigger2 = StateNo = 250 || StateNo = 350
Value = s200, Random%3
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, B]
Type = PlaySnd
TriggerAll = Time = 1 && Alive
Trigger1 = StateNo = 220 || StateNo = 310 || StateNo = 410
Trigger2 = StateNo = 260 || StateNo = 360
Value = s210, Random%3
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, C]
Type = PlaySnd
Trigger1 = StateNo = 230
Trigger1 = AnimElemTime(6) = 0 && Alive
Trigger2 = StateNo = 320
Trigger2 = Time = 1 && Alive
Value = s220, Random%3
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, C(Dash)]
Type = PlaySnd
Trigger1 = StateNo = 270
Trigger1 = AnimElemTime(5) = 0 && Alive
Value = s270, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, C(Air/Dash Crouch)]
Type = PlaySnd
Trigger1 = StateNo = 370
Trigger1 = Time = 10 && Alive
Trigger2 = StateNo = 420
Trigger2 = Time = 1  && Alive
Value = s270, Random%3
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 236A or 236B]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = [1000,1020]
Trigger1 = AnimElemTime(3) = 0 && Alive
Value = s1000, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 214A]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1100
Trigger1 = AnimElemTime(18) = 0 && Alive
Trigger2 = StateNo = 1150
Trigger2 = AnimElemTime(16) = 0 && Alive
Value = s1100, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 214B]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1110 || StateNo = 1160
Trigger1 = AnimElemTime(7) = 0 && Alive
Value = s1110, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 214C]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1121
Trigger1 = AnimElemTime(6) = 0 && Alive
Value = s1120, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 623A]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1201
Trigger1 = AnimElemTime(7) = 0 && Alive
Value = s1200, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 623B]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1211
Trigger1 = AnimElemTime(7) = 0 && Alive
Value = s1210, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 623C]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1220
Trigger1 = Time = 1 && Alive
Value = s1220, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 623C (2)]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1221
Trigger1 = AnimElem = 29 && Alive
Value = s1220, 1
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 22A or 22B]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1300 || StateNo = 1310
Trigger1 = Time = 1 && Alive
Value = s1300, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 22A or 22B - Success]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 1350
Trigger1 = AnimElemTime(3) = 0 && Alive
Value = s1350, Random%2
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 236236A or B or C]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6000 || StateNo = 6010 || StateNo = 6020
Trigger1 = Time = 1 && Alive
Value = s6000, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 236236A or B or C (2)]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6001 || StateNo = 6011 || StateNo = 6021
Trigger1 = Time = 1 && Alive
Trigger1 = RoundState = 3 && !Enemy,Alive
Value = s6001, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 236236A or B or C (Air)]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6100 || StateNo = 6110 || StateNo = 6120
Trigger1 = AnimElemTime(8) = 0 && Alive
Value = s6100, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 6321463214A or B]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6200 || StateNo = 6210
Trigger1 = AnimElemTime(5) = 0 && Alive
Value = s6200, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 6321463214A or B or C - Failure]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6209
Trigger1 = AnimElemTime(4) = 0 && Alive
Value = s6209, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 6321463214A]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6201
Trigger1 = AnimElemTime(2) = 0 && Alive
Value = s6201, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 6321463214A]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6202
Trigger1 = Time = 1 && Alive
Value = s6202, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 6321463214B]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6211
Trigger1 = AnimElem = 45 && Alive
Value = s6211, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 6321463214C]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6221
Trigger1 = AnimElemTime(2) = 0 && Alive
Value = s6221, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 6321463214C]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 6222
Trigger1 = AnimElemTime(12) = 0 && Alive
Value = s6222, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 222Z - Failure]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 7000
Trigger1 = AnimElemTime(4) = 0 && Alive
Value = s7000, Random%2
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 222Z (1)]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 7001
Trigger1 = AnimElemTime(3) = 0 && Alive
Value = s7001, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

[State -2, 222Z (2)]
Type = PlaySnd
TriggerAll = MoveType = A
Trigger1 = StateNo = 7003
Trigger1 = AnimElemTime(4) = 0 && Alive
Value = s7003, 0
Channel = 0
IgnoreHitPause = 1
Persistent = 0

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