Played by UpdateLogoPiece when all four monsters have been killed and the ending is
over.
The music data is at Tune_GameComplete.
Ghost Sound
Played by UpdateGhost each frame that a ghost is in view.
The pitch comes from the frame counter, so here the sixteen pitches of SoundPitchTables
are used one after the other.
Monster Sound
Played by UpdateMonster each frame that a monster is in view.
The pitch comes from the frame counter and the kind of monster. The game
reads the pitches from the ROM (see SoundPitchTables), so here the four kinds of
monster are used one after the other.
Ending Ghost Sound
Played by UpdateEndingGhost for each frame that a ghost moves on the ending screen.
The tone gets lower each time it is played, so here it is played thirty-two
times.
Bump Sound
Played by UpdateCreature when a creature bumps into something and by UpdatePlayerBody when the
legs of the player bump into something.
Sixteen short tones.
New Cell Sound
Played by StartGame, one note for each pass of the main loop, after MarkCellVisited has
started it when the player enters a cell that holds something other than open
ground for the first time.
Four notes, with a pause between each of them.
Speed Bonus Sound
Played by StartGame, one note for each pass of the main loop, after UpdateSpeedBonus has
started it when the player touches a speed bonus.
Five notes, with a pause between each of them.
Health Bonus Sound
Played by StartGame, one note for each pass of the main loop, after UpdateHealthBonus has
started it when the player touches a health bonus.
Seven notes, with a pause between each of them.
Item Sound
Played by StartGame, one note for each pass of the main loop, after UpdateMonsterItem has
started it when the player picks up an item that a monster needs.
Four notes, with a pause between each of them.
Throw Sound
Played by ThrowItem when the player throws an item.
A sweep of thirty-two single cycles. The pitch comes from the place in the
inventory that the item was thrown from, so here the eleven places are used
one after the other.
Footstep Sound
Played by SpeedPlayerUp as the player walks.
A tick, alternately high and low, every four frames (every two frames when
the player is moving quickly). Here the player takes sixteen steps.
Explosion
Played by UpdateBurst when a burst has finished.
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.
Ball Sound
Played by UpdateBall for each frame that a ball is in view.
The pitch comes from the type of the ball, so here the four frames are used
one after the other.
Appearing Sound
Played by UpdatePlayerLegs for each frame while the player is materialising.
The pitch comes from the materialise timer, so here the timer runs from
40 to 110.