Ludum Dare 27 - part 4

Finally made some headway earlier this afternoon/evening. The basic engine is in, I'm just modifying the sound generating object to handle multiple types of animal's specific sounds in addition to just the generic sound effects. Full random would be cake to do, but most of the animal-specific ones are paired, (i.e. the before sound flows right into the after sound) So I've got to figure out a good way (in GM) to make sure that if it picks a non-generic one at random, it'll also play its pair in the later event. Got a few half-ideas. One will coalesce eventually.
Part of learning a new language/IDE (for me) is trying to figure out how the creators of the code want me to use it and then warping my brain into that pattern. In GM's case, the lesson I've learned today: If I get stuck and can't figure out how to add the next piece, I should ask myself, "Have you tried creating an object to do it?"