Low Tone
Played by Handle_Sabreman_Falling_Push_Play_Tone, Land_Sabreman_Play_Tone and 43409. Sixty-four cycles of a tone.
Footstep Sound
Played by Handle_Sabreman_Walking_Play_Tone. The two pitches of footstep, which alternate as Sabreman walks.
Touching
Played by SoundEffect for each pass of the main loop while a sound object of the type 137 exists. No object of that type is ever created, so the game never plays this sound. Fifteen notes, each with one cycle fewer than the one before.
In the game each note would be played on a separate pass of the main loop, so the notes would be further apart than they are here.
Enter Room
Played by SoundEffectNext for each pass of the main loop while a sound object of the type 138 exists. No object of that type is ever created, so the game never plays this sound. Nine notes, each with one cycle fewer than the one before.
In the game each note would be played on a separate pass of the main loop, so the notes would be further apart than they are here.
Sword
Played by 42610 when Sabreman lands after a jump and by 59259 when Sabreman collects an object. Sixteen clicks, one straight after the other.
Contact Sound
Played by 58054 when an object touches Sabreman. Eight clicks, whose pitch depends on the y position of the object. This is an example, for an object at the same height as Sabreman starts the game (159).
Weapon Pop
Played by Destroy_Creature when a creature is destroyed. 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 the low byte of the frame counter (see SoundsWeaponPop; here it is 3).
Door
Played by 57058 when a thrown weapon bursts into dust. Noise made from the bits of the first 48 bytes of the ROM.
Bounce
Played by 57047 when a puff of dust is made. Four cycles of a tone.