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path: root/macros/audio_macros.asm
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2020-07-03Organize macros/ like pokecrystalRangi
While doing so I replaced the StopAllMusic macro with a SFX_STOP_ALL_MUSIC constant and applied it throughout the code.
2019-09-03Rename dnote to drum_note and dspeed to drum_speeddannye
2019-08-25Make pitch_sweep pitch change argument consistent with the other signed ↵dannye
magnitude arguments
2019-08-18Finish cleaning up audio macro arguments and descriptionsdannye
break up arguments for stereo_panning and duty_cycle_pattern note_type fade is signed properly document arguments for vibrato, tempo, pitch_slide etc
2019-08-17Update labels to match new audio macro namesdannye
and synchronize engine_2 and engine_3 with engine_1
2019-07-28Use generic names for noise instrumentsdannye
coming up with satisfactory names is hard, besides this will improve compatibility with crystal
2019-07-27Update audio macro namesdannye
change audio channel numbers from 0-7 back to 1-8 change all note macros back to single note macro todo: fix comments with old macro names, update noise macros/instrument names
2018-03-19sfxnote parameter 1 is length, not dutydannye
also bumb submodule
2018-03-16Break up sfxnote parameters into duty, volume, volume change and pitchdannye
2018-03-16Break up pitchenvelope parameters into length and pitch changedannye
2018-03-16Made some changesEggy0
2018-03-16Update audio_macros.asmEggy0
2018-03-16Changing macro namesEggy0
Changing the following macro names: unknownsfx0x20 to SquareSound - This command, when used in an .asm file that defines an audio piece, generates a square tone modulated by 4 values. unknownnoise0x20 to NoiseSound - This command is similar to SquareSound, but it uses 3 values instead of 4 and generates noise instead of a square tone. unknownsfx0x10 to eSquarePitchEnvelope - This command is not an unknown sound effect, but a modifier for the above two commands which it precedes; it takes one decimal value which is translated into a hexadecimal value when used by the system, and depending on the second digit of this hex value the sounds generated by SquareSound and NoiseSound will have their frequency slide either up (1-7) or down (9-F) or not at all (0,8). E.g. typing 23 will have the system read $17, which will modulate the frequency to slide up because the second digit is 7.
2016-07-31Split macros.asmdannye