             if(attacking){
                 if(enemyPool[i]._pos > playerPosition-(ATTACK_WIDTH/2) && enemyPool[i]._pos < playerPosition+(ATTACK_WIDTH/2)){
                    enemyPool[i].Kill();
-                   SFXkill();
+                   //SFXkill();
                 }
             }
             if(inLava(enemyPool[i]._pos)){
                 enemyPool[i].Kill();
-                SFXkill();
+                //SFXkill();
             }
             // Draw (if still alive)
             if(enemyPool[i].Alive()) {

                    brightness = 255;
                    leds[i] = CRGB(0, brightness, 0);
                }
                SFXwin();
            }else if(stageStartTime+1000 > mm){
                int n = max(map(((mm-stageStartTime)), 500, 1000, NUM_LEDS, 0), 0);
                for(int i = 0; i< n; i++){
                    brightness = 255;
                    leds[i] = CRGB(0, brightness, 0);
                }
                SFXwin();
            }else if(stageStartTime+1200 > mm){
                leds[0] = CRGB(0, 255, 0);
            }else{

// LED setup
#define NUM_LEDS             475
#define DATA_PIN             3
#define CLOCK_PIN            4
#define LED_COLOR_ORDER      GRB//Try BGR or GBR
#define BRIGHTNESS           150
#define DIRECTION            1     // 0 = right to left, 1 = left to right
#define MIN_REDRAW_INTERVAL  16    // Min redraw interval (ms) 33 = 30fps / 16 = 63fps
#define USE_GRAVITY          1     // 0/1 use gravity (LED strip going up wall)
#define BEND_POINT           0   // 0/1000 point at which the LED strip goes up the wall
#define LED_TYPE             APA102//type of LED strip to use(APA102 - DotStar, WS2811 - NeoPixel)

// GAME
long previousMillis = 0;           // Time of the last redraw
