Inventory Tone
Played by SoundsInventory.
Drop Item
Played by SoundsDropItem.
Footstep Sound
Played by SoundsWalking. The two pitches of footstep, which alternate as the player walks.
Start Beep
Played by SoundsStart.
Axe Throw
Played by SoundsAxeThrow.
Sword
Played by SoundsSword.
Fireball
Played by SoundsFireball.
Weapon Pop
Played by SoundsWeaponPop. Forty clicks, whose half periods come from a counter that goes down by two each time. This is an example, as the number of clicks depends on NumCreatures (here it is 3).
Appearing Sound
Played by SoundsAppear, once for each row of the player that is drawn as the player appears. This is the sound for the knight, whose sprite is 18 rows high, so the steps are for rows 1 to 17.
In the game each step is played on a separate pass of the main loop, so the steps are further apart than they are here.
Door
Played by SoundsDoor. Noise made from the bits of the first 48 bytes of the ROM.
Bounce
Played by SoundsBounce. Four cycles of a tone.
Touching
Queued by SoundsTouching and played by SoundEffect. Fifteen notes, each with one cycle fewer than the one before.
In the game each note is played on a separate pass of the main loop, so the notes are further apart than they are here.
Enter Room
Queued by SoundsEntry and played by SoundEffectNext. Nine notes, each with one cycle fewer than the one before.
In the game each note is played on a separate pass of the main loop, so the notes are further apart than they are here.
Eating
Queued by SoundsEating and played by SoundEffectEating. Sixteen notes, whose periods are read from the table at TableTonesEating.
In the game each note is played on a separate pass of the main loop, so the notes are further apart than they are here.