Low Tone
Played by Handle_Sabreman_Falling_Push_Play_Tone, Land_Sabreman_Play_Tone and A991. 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 89 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 8A 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 A672 when Sabreman lands after a jump and by E77B when Sabreman collects an object. Sixteen clicks, one straight after the other.
Contact Sound
Played by E2C6 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 (9F).
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 03).
Door
Played by DEE2 when a thrown weapon bursts into dust. Noise made from the bits of the first 30 bytes of the ROM.
Bounce
Played by DED7 when a puff of dust is made. Four cycles of a tone.