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audio.asm
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section "Audio stubs",rom0
; Audio interfaces.
InitSound::
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
ld a, BANK(_InitSound)
ldh [hROMBank], a
ld [MBC3RomBank], a
call _InitSound
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
UpdateSound::
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
ld a, BANK(_UpdateSound)
ldh [hROMBank], a
ld [MBC3RomBank], a
call _UpdateSound
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
_LoadMusicByte::
; [wCurMusicByte] = [a:de]
ldh [hROMBank], a
ld [MBC3RomBank], a
ld a, [de]
ld [wCurMusicByte], a
ld a, BANK(LoadMusicByte)
ldh [hROMBank], a
ld [MBC3RomBank], a
ret
PlayMusic::
; Play music de.
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
ld a, BANK(_PlayMusic) ; aka BANK(_InitSound)
ldh [hROMBank], a
ld [MBC3RomBank], a
ld a, e
and a
jr z, .nomusic
call _PlayMusic
jr .end
.nomusic
call _InitSound
.end
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
PlayCry::
; Play cry de.
push hl
push de
push bc
push af
ldh a, [hROMBank]
push af
; Cries are stuck in one bank.
ld a, BANK(PokemonCries)
ldh [hROMBank], a
ld [MBC3RomBank], a
ld hl, PokemonCries
rept MON_CRY_LENGTH
add hl, de
endr
ld e, [hl]
inc hl
ld d, [hl]
inc hl
ld a, [hli]
ld [wCryPitch], a
ld a, [hli]
ld [wCryPitch + 1], a
ld a, [hli]
ld [wCryLength], a
ld a, [hl]
ld [wCryLength + 1], a
ld a, BANK(_PlayCry)
ldh [hROMBank], a
ld [MBC3RomBank], a
call _PlayCry
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
pop af
pop bc
pop de
pop hl
ret
PlaySFX::
; Play sound effect de.
; Sound effects are ordered by priority (highest to lowest)
push hl
push de
push bc
push af
; Is something already playing?
call CheckSFX
jr nc, .play
; Does it have priority?
ld a, [wCurSFX]
cp e
jr c, .done
.play
ldh a, [hROMBank]
push af
ld a, BANK(_PlaySFX)
ldh [hROMBank], a
ld [MBC3RomBank], a
ld a, e
ld [wCurSFX], a
call _PlaySFX
pop af
ldh [hROMBank], a
ld [MBC3RomBank], a
.done
pop af
pop bc
pop de
pop hl
ret
WaitPlaySFX::
call WaitSFX
call PlaySFX
ret
WaitSFX::
; infinite loop until sfx is done playing
push hl
.wait
ld hl, wChannel5Flags1
bit 0, [hl]
jr nz, .wait
ld hl, wChannel6Flags1
bit 0, [hl]
jr nz, .wait
ld hl, wChannel7Flags1
bit 0, [hl]
jr nz, .wait
ld hl, wChannel8Flags1
bit 0, [hl]
jr nz, .wait
pop hl
ret
IsSFXPlaying::
; Return carry if no sound effect is playing.
; The inverse of CheckSFX.
push hl
ld hl, wChannel5Flags1
bit 0, [hl]
jr nz, .playing
ld hl, wChannel6Flags1
bit 0, [hl]
jr nz, .playing
ld hl, wChannel7Flags1
bit 0, [hl]
jr nz, .playing
ld hl, wChannel8Flags1
bit 0, [hl]
jr nz, .playing
pop hl
scf
ret
.playing
pop hl
and a
ret
MaxVolume::
ld a, MAX_VOLUME
ld [wVolume], a
ret
LowVolume::
ld a, $33 ; 50%
ld [wVolume], a
ret
MinVolume::
xor a
ld [wVolume], a
ret
FadeOutToMusic:: ; unreferenced
ld a, 4
ld [wMusicFade], a
ret
FadeInToMusic::
ld a, 4 | (1 << MUSIC_FADE_IN_F)
ld [wMusicFade], a
ret
CheckSFX::
; Return carry if any SFX channels are active.
ld a, [wChannel5Flags1]
bit 0, a
jr nz, .playing
ld a, [wChannel6Flags1]
bit 0, a
jr nz, .playing
ld a, [wChannel7Flags1]
bit 0, a
jr nz, .playing
ld a, [wChannel8Flags1]
bit 0, a
jr nz, .playing
and a
ret
.playing
scf
ret
TerminateExpBarSound::
xor a
ld [wChannel5Flags1], a
ld [wPitchSweep], a
ldh [rNR10], a
ldh [rNR11], a
ldh [rNR12], a
ldh [rNR13], a
ldh [rNR14], a
ret
ChannelsOff::
; Quickly turn off music channels
xor a
ld [wChannel1Flags1], a
ld [wChannel2Flags1], a
ld [wChannel3Flags1], a
ld [wChannel4Flags1], a
ld [wPitchSweep], a
ret
SFXChannelsOff::
; Quickly turn off sound effect channels
xor a
ld [wChannel5Flags1], a
ld [wChannel6Flags1], a
ld [wChannel7Flags1], a
ld [wChannel8Flags1], a
ld [wPitchSweep], a
ret
SECTION "Audio", ROMX[$4000],bank[1]
INCLUDE "audio/engine.asm"
INCLUDE "audio/music_pointers.asm"
INCLUDE "audio/music/nothing.asm"
INCLUDE "audio/cry_pointers.asm"
INCLUDE "audio/sfx_pointers.asm"
SECTION "Songs 1", ROMX
SECTION "Sound Effects", ROMX,bank[1]
INCLUDE "audio/sfx.asm"
SECTION "Crystal Sound Effects", ROMX,bank[1]
INCLUDE "audio/sfx_crystal.asm"
SECTION "Crydata", ROMX, bank[3]
INCLUDE "crydata.asm"
SECTION "Cries", rom0
INCLUDE "audio/cries.asm"