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Music_PokeFluteInBattle::
; begin playing the "caught mon" sound effect
ld a, SFX_CAUGHT_MON
call PlaySoundWaitForCurrent
; then immediately overwrite the channel pointers
ld hl, wChannelCommandPointers + Ch5 * 2
ld de, SFX_Pokeflute_Ch5
call Audio2_OverwriteChannelPointer
ld de, SFX_Pokeflute_Ch6
call Audio2_OverwriteChannelPointer
ld de, SFX_Pokeflute_Ch7
Audio2_OverwriteChannelPointer:
ld a, e
ld [hli], a
ld a, d
ld [hli], a
ret
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