Click
Played by MakeClick. One click: the speaker is on for the time in B and off for the time in D. This example uses 48 and 80. The noises are made from clicks like this one.
Beep
Played by PlaySquareWave. One cycle of a square wave, used as a beep by the sweeps and the warbles. This example has a half-period of 96.
Arrival Sound
Played by PlayArrivalSound at the end of the scroll when a life starts. Thirty-two beeps, rising from a half-period of 144 down to 113.
Pick-Up Sound
Played by PlayPickUpSound when the ship picks up an object. Sixteen beeps, rising from a half-period of 80 down to 65.
Unused Sound
Played by PlayUnusedSound, which nothing calls. Twenty-three clicks.
Object Warble
Played by PlayObjectWarble while an object is live and the ship is not exploding. The pitch comes from the age of the object. This example is age 6, which becomes stage 3 of the warble at PlayWarble.
Warble
Played by PlayWarble. Four beeps that alternate between two notes. This example is stage 2. Stages 7 and 8, and any stage of 16 or more, are silent.
Flutter Sound
Played by PlayFlutterSound. A flutter whose length comes from the low three bits of the frame counter. This example is frame 3.
Hit Sound
Played by PlayHitSound when an object is hit, destroyed or damaged. Sixteen beeps, falling.
Change Sound
Played by PlayChangeSound when the colour of the ship changes. Ten beeps, rising.
Bump Sound
Played by PlayBumpSound when an object hits the terrain. Fifteen beeps, alternating between a very low note and a high note.
Moving Sound
Played by PlayMovingSound while an object moves, on odd frames. If bit 6 of offset 22 is clear it is this short rising sweep of four beeps. Otherwise a different sweep is played, once every four frames.
Crash Sound
Played by PlayCrashSound when the ship hits the terrain. Twenty-eight clicks.
Short Crash Sound
Played by PlayShortCrashSound. Eight clicks, with a different pattern from the crash.
Explosion Sound
Played by PlayExplosionSound on each step of the explosion until the counter reaches 45. This example is step 11: a warble, then a few clicks. Every eighth step plays the falling note at PlayExplosionHitSound instead, and the even steps after the first are silent.
Explosion Hit Sound
Played by PlayExplosionHitSound on every eighth step of the explosion. Seven beeps, falling.
Beam Sound
Played by PlayBeamSound for a beam. The clicks depend on the first three bytes of the beam. This example uses 5, 3 and 16.
Shot Sound
Played by PlayShotSound when a shot starts. This example is the noise for an object whose bit 7 of offset 22 is clear. The other bit plays a different noise.
Patterned Noise
Played by PlayPatternedNoise. The number of clicks and the pattern come from a value from 0 to 3. This example is 1.
Noise Burst
Played by PlayNoiseBurst. Ten clicks.
Removal Sound
Played by PlayRemovalSound when an object is removed. Ten beeps, rising.
Title Tune
Played by ShowTitleScreen from the notes at TuneTitleScreen while the title screen waits for a key. Two hundred and fifty notes.
Game Start Tune
Played by ShowTitleScreen from the notes at TuneGameStart after the menu has finished, just before the game starts. Nine notes.
Ship Destroyed Tune
Played by ExplodeShip from the notes at TuneShipDestroyed once the explosion of the ship has finished. Six notes.
Planet Complete Tune
Played by FinishPlanet from the notes at TunePlanetComplete when a planet has been completed. Twenty-one notes.
Game Over Tune
Played by GameOver from the notes at TuneGameOver when the game is over. Sixteen notes.