 };
 int const enemyCount = 10;
 Particle particlePool[40] = {
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(),
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(),
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(),
-    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle()
+    Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle()
 };
 int const particleCount = 40;
 Spawner spawnPool[2] = {

    if(random8(5)== 0){
      freq *= 3;
    }
    //freq -= map((millis() - attackMillis), 0, ATTACK_DURATION, 100, 0);
    
    toneAC(freq, MAX_VOLUME);
}
void SFXdead(){

        }
        lavaPool[i] = LP;
    }
}

bool tickParticles(){
