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46574: Play Sparkle Sound
Used by the routines at HandleValve and HandleSparkle.
Plays a burst of noise for a sparkle, using bytes of the ROM from 4660 as the pitches of beeps. The number of beeps is taken from the sprite number, so it changes as the sparkle goes through its frames.
Input
IX The address of the object
Play a beep for each remaining frame.
PlaySparkleSound 46574 LD A,(IX+0) Fetch the sprite number.
46577 CPL Invert it.
46578 AND %00011111 Keep bits 0 to 4.
46580 LD E,A Keep the number of beeps in E.
46581 LD HL,4660 Point HL at 4660.
PlaySparkleSound_NextBeep 46584 LD A,(HL) Fetch a ROM byte as the pitch.
46585 INC HL
46586 LD B,A
46587 LD C,2 Set the number of beeps to 2.
46589 CALL PlayWaveSequence Call PlayWaveSequence.
46592 DEC E Jump to PlaySparkleSound_NextBeep until all of the beeps have been played.
46593 JR NZ,PlaySparkleSound_NextBeep
46595 RET Return.
View the equivalent code in;
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