Start-up Tune
Played by InitialiseGame each time a new game is started. The music data is at StartGameTune.
Game Over Tune
Played by GameOver when the game is over, until a key is pressed. The music data is at GameOverTune.
Game Complete Tune
Played by GameCompleted when the player has completed the game. The music data is at GameCompleteTune.
Main Tune
Played by GameMenu while the menu is shown, until a key is pressed. The music data is at MenuTune.
Block Sound
Played by HandleBlock each time a block that can fall is handled. Eight bursts of four cycles, one for each of the pitches of PitchTable.
Sparkles Sound
Played by HandleDeathSparkles and CycleColoursWithSound for each stage of the sparkles. The eight stages of the death sparkles, one after the other.
Appearing Sound
Played by HandlePlayerAppearing for each stage of the sparkles that show the player appearing. The seven stages, one after the other.
Bounce Sound
Played by HandleBouncingBall, HandleFireMovingNorthSouth and HandleBallUpDown when a ball or a fire bounces. Four short bursts of a tone.
Jump Sound
Played by HandleJump when the player jumps. A sweep of thirty-two single cycles.
Falling Sound
Played by HandleDroppingBlock, HandleSpikedBall, HandleBallUpDown and MovePlayer while an object falls. The pitch comes from the height of the object, so here the object falls through sixteen heights, one after the other.
Rising Sound
Played by RunGame for each pass of the main loop while blocks are rising. Six cycles of a tone.
Block East West Sound
Played by HandleBlockMovingEastWest and HandleFireMovingEastWest while an object moves east or west. The pitch comes from the X coordinate of the object, so here the object moves through ten positions, one after the other.
Block North South Sound
Played by HandleBlockMovingNorthSouth and HandleFireMovingNorthSouth while an object moves north or south. The pitch comes from the Y coordinate of the object, so here the object moves through ten positions, one after the other.
Moving Sound
Played by DrawMovingObject, HandleGhost and HandleMovingPortcullis while a special object, a ghost or a portcullis moves. The pitch comes from the three coordinates of the object, so here the object rises through sixteen heights, one after the other.
Transform Sound
Played by HandleTransformation while the player turns into a wulf or back into a human. The pitch comes from the sprite of the transformation, so here the four sprites are used three times each.
Explosion
Played by HandleMovingPortcullis when the portcullis comes to rest. Sixteen short bursts of a tone, with pitches from a random place in the ROM. The game picks the place at random, so here it is fixed.
Beep Sound
Played by GameMenu, HandlePickupAndDrop and HandleExtraLife when the player picks up or drops an object, gets an extra life or changes the control method on the menu. Sixteen cycles of a low tone.
Pause Sound
Played by PauseGame when the game is paused and when it carries on again. Twenty-four cycles of a high tone.
Footstep Sound
Played by HandleTurning and HandleWalking as the player walks. The pitch comes from the position of the player, so here the player takes eight steps along a line.
Guard Footstep Sound
Played by HandleGuardBottomHalf as a guard or the wizard walks. The pitch comes from the position, so here the guard takes eight steps along a line.