 int c4Start = 37;
 int c4End = 44;
 
-bool powerBooted = false; // has the pack booted up
-bool poweredDown = true;
-
-// soundboard pins
-#define SFX_RST 10
-#define SFX_RX 11
-#define SFX_TX 12
-
-// setup the board with the pins
-SoftwareSerial ss = SoftwareSerial(SFX_TX, SFX_RX);
-Adafruit_Soundboard sfx = Adafruit_Soundboard( & ss, NULL, SFX_RST);
-const int ACT = 13;// this connects to the act on the board so we can know if the audio is playing
-
-// ##############################
-// available options
-// ##############################
-const bool useGameCyclotronEffect = true; // set this to true to get the fading previous cyclotron light in the idle sequence
-
-// Possible Pack states
-bool isFiring = false;      // keeps track of the firing state
-bool shouldWarn = false;    // track the warning state for alert audio
-bool shuttingDown = false;  // is the pack in the process of shutting down
-
 // inputs for switches and buttons
 const int THEME_SWITCH = 5;
 const int STARTUP_SWITCH = 6;
 const int SAFETY_SWITCH = 7;
 const int FIRE_BUTTON = 8;
 
-// switch states for tracking
+// soundboard pins and setup
+#define SFX_RST 10
+#define SFX_RX 11
+#define SFX_TX 12
+const int ACT = 13;// this allows us to know if the audio is playing
+
+SoftwareSerial ss = SoftwareSerial(SFX_TX, SFX_RX);
+Adafruit_Soundboard sfx = Adafruit_Soundboard( & ss, NULL, SFX_RST);
+
+// ##############################
+// available options
+// ##############################
+const bool useGameCyclotronEffect = true; // set this to true to get the fading previous cyclotron light in the idle sequence
+
+// Possible Pack states
+bool powerBooted = false; // has the pack booted up
+bool isFiring = false;      // keeps track of the firing state
+bool shouldWarn = false;    // track the warning state for alert audio
+bool shuttingDown = false;  // is the pack in the process of shutting down
+bool poweredDown = true;
+
+// current switch states
+bool startup = false;
 bool theme = false;
-bool startup = false;
 bool safety = false;
 bool fire = false;
 bool warning = false;
 
-// audio track locations on soundboard
+// audio track names on soundboard
 const String startupTrack =   "T00     WAV";
 const String blastTrack =     "T01     WAV";
 const String endTrack =       "T02     WAV";

// animation level trackers for the boot and shutdown
int currentBootLevel = -1;          // current powercell boot level sequence led
int currentLightLevel = 15;         // current powercell boot light sequence led

// helper function to set light states for the cyclotron
int cyclotronRunningFadeOut = 255;  // we reset this variable every time we change the cyclotron index so the fade effect works

            pwr_interval = 40;    // speed up the powercell animation
            firing_interval = 30; // speed up the bar graph animation
            cyc_interval = 300;   // speed up cyclotron
            wandFlashInterval = 500;
            cyc_fade_interval = 10;
            if (playing == 1) {
              playTrack(blastTrack); // play the normal blast track
