PAGE SBTTL "GAME-DEPENDENT SOUND LIBRARY (ATARI FOOBLITSKY)" ; ---------------------------- ; GAME-DEPENDENT SOUND LIBRARY ; ---------------------------- STABLE: DW SND1 DW SND2 DW SND3 DW SND4 SOUNDS EQU 4 ; # SOUNDS IN LIBRARY ; ---------------- ; SOUND #1: "BOOP" ; ---------------- SND1: LDX #150 ; FREQUENCY LDA #252 ; DURATION (4 JIFFIES) LDY #$AE ; FULL VOLUME, NO DISTORTION BNE NOISE ; ----------------- ; SOUND #2: "CLICK" ; ----------------- SND2: LDX #25 ; FREQUENCY LDA #255 ; DURATION (1 JIFFY) LDY #$AE ; FULL VOLUME, NO DISTORTION ; FALL THROUGH ... NOISE: STX AUDF1 STY AUDC1 STA RTCLOK ; START TIMER S1L: LDA RTCLOK BNE S1L STA AUDC1 ; STOP SOUND RTS ; ---------------- ; SOUND #3: "TING" ; ---------------- SND3: LDA #10 ; FREQUENCY STA AUDF1 LDA #$AE ; FULL, PURE TONE STA AUDC1 LDA #251 ; 5-JIFFY SUSTAIN STA RTCLOK S3L1: LDA RTCLOK BNE S3L1 ; DECAY TO ZERO VOLUME LDX #$0E ; VOLUME INDEX S3L2: TXA ORA #$A0 ; SUPERIMPOSE DISTORTION (PURE) STA AUDC1 LDA #252 ; WAIT 4 JIFFIES ON EACH LEVEL STA RTCLOK S3L3: LDA RTCLOK BNE S3L3 DEX DEX ; LOOP BACK TILL BNE S3L2 ; NO MORE VOLUME STX AUDC1 ; STOP TONE RTS ; ---------------- ; SOUND #4: "RAZZ" ; ---------------- SND4: LDA #100 ; FREQUENCY STA AUDF1 LDA #$2E ; LOUD, DISTORTED TONE STA AUDC1 LDA #251 ; 5-JIFFY SUSTAIN STA RTCLOK S4L1: LDA RTCLOK BNE S4L1 ; DECAY TO ZERO VOLUME LDX #$0E ; VOLUME INDEX S4L2: TXA ORA #$20 ; SUPERIMPOSE DISTORTION STA AUDC1 LDA #252 ; WAIT 4 JIFFIES ON EACH LEVEL STA RTCLOK S4L3: LDA RTCLOK BNE S4L3 DEX DEX ; LOOP BACK TILL BNE S4L2 ; NO MORE VOLUME STX AUDC1 ; STOP TONE RTS END