Sound Patches and Effects

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This page is a library of sound patches to help them kick start game projects. A HEX file with all these sounds is available here.(TODO) These sounds are based on the kernel default waves. New waves are at Waves, please share any you create!

#define WAVE_SINE            0
#define WAVE_SAWTOOTH        1
#define WAVE_TRIANGLE        2
#define WAVE_SQUARE_25       3
#define WAVE_SQUARE_50       4
#define WAVE_SQUARE_75       5
#define WAVE_FUZZY_SINE1     6
#define WAVE_FUZZY_SINE2     7
#define WAVE_FUZZY_SINE3     8
#define WAVE_FILTERED_SQUARE 9

Shorthand version of the constants:

#define WSIN 0
#define WSAW 1
#define WTRI 2
#define WS25 3
#define WS50 4
#define WS75 5
#define WFS1 6
#define WFS2 7
#define WFS3 8
#define WFSQ 9

Patch commands descriptions are found here: Patch Commands Defined

Instruments

Melody

Simple SawTooth

const char simple_sawtooth[] PROGMEM ={//Megatris
0,PC_WAVE,1,
1,PC_ENV_VOL,200,
1,PC_NOTE_HOLD,0,
1,PC_ENV_SPEED,-20, 
0,PATCH_END
};

Synth Piano

const char patch00[] PROGMEM ={//Whack A Mole
0,PC_WAVE,8,
1,PC_NOTE_HOLD,0,
1,PC_ENV_SPEED,-20, 
1,PATCH_END
};

Flute

const char flute[] PROGMEM ={//Megatris
0,PC_WAVE,8,
0,PC_ENV_VOL,100, 
1,PC_ENV_SPEED,20,
5,PC_ENV_SPEED,-9, 
0,PATCH_END
};

Pizzicato

const char pizzicato[] PROGMEM ={//Megatris	
0,PC_WAVE,9,
0,PC_ENV_SPEED,-15, 
0,PATCH_END
};


Square C MAJ chord

const char patch31[] PROGMEM ={//Music Demo	
0,PC_WAVE,3,
0,PC_ENV_SPEED,-8,
4,PC_NOTE_UP,4,
4,PC_NOTE_UP,3,
4,PC_NOTE_UP,5,
4,PC_NOTE_UP,4,
4,PC_NOTE_UP,3,
4,PC_NOTE_UP,5,
4,PC_NOTE_CUT,0,
0,PATCH_END
};

Synth Piano

const char synth_piano[] PROGMEM ={//Megatris
0,PC_WAVE,6,
0,PC_ENV_SPEED,-5,
0,PATCH_END
};

Square Piano

const char square_piano[] PROGMEM ={//Megatris
0,PC_WAVE,9,
0,PC_ENV_SPEED,-15,  
4,PC_ENV_SPEED,-7,  
0,PATCH_END
};

Organ

const char organ[] PROGMEM ={//Megatris
0,PC_WAVE,8,
1,PC_ENV_VOL,200, 
1,PC_NOTE_HOLD,0,
1,PC_ENV_SPEED,-25,
0,PATCH_END
};

Bass

Crunch base

const char patch32[] PROGMEM ={//Music Demo	
0,PC_WAVE,3,
0,PC_ENV_SPEED,-8,
4,PC_NOTE_DOWN,12,
4,PC_NOTE_DOWN,12,
4,PC_NOTE_DOWN,12,
4,PC_NOTE_CUT,0,
0,PATCH_END
};

Techno base drum

const char patch33[] PROGMEM ={//Music Demo	
0,PC_WAVE,4,
0,PC_ENV_SPEED,-10,
2,PC_NOTE_DOWN,12,
2,PC_NOTE_DOWN,12,
2,PC_NOTE_DOWN,6,
2,PC_NOTE_DOWN,6,
2,PC_NOTE_DOWN,6,
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Percussion

Patches in this section must use the noise channel.

Base drum (noise)

const char base_drum[] PROGMEM ={	
0,PC_ENV_VOL,180,
0,PC_NOISE_PARAMS,(2<<1),
0,PC_ENV_SPEED,-50, 
1,PC_NOISE_PARAMS,(3<<1),
1,PC_NOISE_PARAMS,(4<<1),
1,PC_NOISE_PARAMS,(5<<1),
1,PC_NOISE_PARAMS,(6<<1),
0,PATCH_END
};

Hi-hat (noise)

const char hi_hat[] PROGMEM ={//Megatris
0,PC_NOISE_PARAMS,1,
0,PC_ENV_VOL,0x90,
0,PC_ENV_SPEED,-30, 
8,PC_NOTE_CUT,0,
0,PATCH_END
};

Crash cymbal (noise)

const char crash_cymbal[] PROGMEM ={//Megatris
0,PC_NOISE_PARAMS,0,
0,PC_ENV_VOL,0xa0,
0,PC_ENV_SPEED,-20, 
1,PC_ENV_SPEED,-2,
0,PC_NOISE_PARAMS,1,
0,PATCH_END
};

Snare (noise)

const char snare[] PROGMEM ={//Megatris
0,PC_ENV_SPEED,-19,
0,PC_NOISE_PARAMS,6,
2,PC_NOISE_PARAMS,0x1,
0,PATCH_END 
};

Clap (noise)

const char clap[] PROGMEM ={//Megatris
0,PC_ENV_SPEED,-20,
0,PC_NOISE_PARAMS,2,
1,PC_ENV_VOL,0,
2,PC_ENV_VOL,0xff,
0,PC_NOISE_PARAMS,3, 
0,PATCH_END  
};

Sound Effects

Collisions

Rebound

const char ReboundVaus[] PROGMEM ={//Arkanoid, Alec Bourque	
0,PC_WAVE,0,
0,PC_PITCH,72,
0,PC_ENV_VOL,127*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,118*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,108*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,98*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,86*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,80*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,73*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,65*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,56*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,46*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,32*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,16*2,
2,PC_ENV_VOL,0,
2,PC_NOTE_CUT,0,
0,PATCH_END 
};

Rebound Brick

const char ReboundBrick[] PROGMEM ={//Arkanoid, Alec Bourque
0,PC_WAVE,0,
0,PC_PITCH,79,
0,PC_ENV_VOL,127*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,118*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,108*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,98*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,86*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,80*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,73*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,65*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,56*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,46*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,32*2,
2,PC_ENV_VOL,0,
2,PC_ENV_VOL,16*2,
2,PC_ENV_VOL,0,
2,PC_NOTE_CUT,0,
0,PATCH_END 
};

Rebound Hard

const char ReboundHardBrick[] PROGMEM ={//Arkanoid, Alec Bourque
0,PC_WAVE,0,
0,PC_PITCH,84,
//0,PC_TREMOLO_LEVEL,80,
//0,PC_TREMOLO_RATE,10,
0,PC_ENV_VOL,127*2,
2,PC_ENV_VOL,127,
2,PC_ENV_VOL,118*2,
2,PC_ENV_VOL,118,
2,PC_ENV_VOL,108*2,
2,PC_ENV_VOL,109,
2,PC_ENV_VOL,98*2,
2,PC_ENV_VOL,98,
2,PC_ENV_VOL,86*2,
2,PC_ENV_VOL,86,
2,PC_ENV_VOL,80*2,
2,PC_ENV_VOL,80,
2,PC_ENV_VOL,73*2,
2,PC_ENV_VOL,73,
2,PC_ENV_VOL,65*2,
2,PC_ENV_VOL,65,
2,PC_ENV_VOL,56*2,
2,PC_ENV_VOL,56,
2,PC_ENV_VOL,46*2,
2,PC_ENV_VOL,46,
2,PC_ENV_VOL,32*2,
2,PC_ENV_VOL,32,
2,PC_ENV_VOL,16*2,
2,PC_ENV_VOL,16,
2,PC_NOTE_CUT,0,
0,PATCH_END 
};

Bump

const char patch08[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,3,
0,PC_ENV_SPEED,-10, 
75,PC_NOISE_PARAMS,3,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Pickups/Bonus

Power up!

const char patch17[] PROGMEM = {//Unused(Lee)
0,PC_ENV_VOL,30,
0,PC_ENV_SPEED,4,
0,PC_WAVE,4,
0,PC_TREMOLO_LEVEL,199,
0,PC_TREMOLO_RATE,101,
1,PC_PITCH,53,
1,PC_PITCH,57,
1,PC_PITCH,56,
1,PC_PITCH,60,
1,PC_PITCH,59,
1,PC_PITCH,63,
1,PC_PITCH,68,
1,PC_PITCH,62,
1,PC_PITCH,66,
1,PC_PITCH,71,
1,PC_PITCH,65,
1,PC_PITCH,69,
1,PC_PITCH,74,
1,PC_PITCH,68,
1,PC_PITCH,72,
1,PC_PITCH,77,
1,PC_PITCH,71,
1,PC_PITCH,75,
1,PC_PITCH,80,
1,PC_PITCH,74,
1,PC_PITCH,78,
1,PC_PITCH,83,
1,PC_PITCH,77,
1,PC_PITCH,81,
1,PC_PITCH,86,
1,PC_PITCH,80,
1,PC_PITCH,84,
1,PC_PITCH,89,
1,PC_PITCH,83,
1,PC_PITCH,87,
1,PC_PITCH,92,
1,PC_PITCH,85,
1,PC_PITCH,90,
1,PC_PITCH,95,
1,PC_PITCH,89,
1,PC_PITCH,94,
1,PC_PITCH,99,
1,PC_PITCH,92,
1,PC_PITCH,97,
1,PC_PITCH,102,
1,PC_PITCH,92,
1,PC_PITCH,97,
1,PC_PITCH,102,
1,PC_NOTE_CUT,0,
0,PATCH_END,0,
};

Grab gold

const char GrabGold[] PROGMEM ={//Loderunner(Alec)
0,PC_WAVE,0,
0,PC_ENV_VOL,0xf0,
0,PC_ENV_SPEED,-4,
0,PC_PITCH,96,
3,PC_NOTE_UP,2, 
3,PC_NOTE_UP,2,
1,PC_NOTE_DOWN,2,  
3,PC_NOTE_UP,2, 
3,PC_NOTE_UP,2, 
0,PC_ENV_VOL,0x60,
0,PC_PITCH,100,
3,PC_NOTE_UP,2, 
3,PC_NOTE_UP,2, 
1,PC_NOTE_DOWN,2,
3,PC_NOTE_UP,2, 
3,PC_NOTE_UP,2,  
0,PC_ENV_VOL,0x30,
0,PC_PITCH,104,
3,PC_NOTE_UP,2, 
3,PC_NOTE_UP,2, 
1,PC_NOTE_DOWN,2,
3,PC_NOTE_UP,2, 
3,PC_NOTE_UP,2, 
0,PC_NOTE_CUT,0,	
0,PATCH_END
};

Bonus

const char sfxBonus[] PROGMEM = {//Donkey Kong, Paul
0,PC_WAVE,5,//3 seems good too
0,PC_PITCH,70,
5,PC_PITCH,72,
6,PC_PITCH,74,
5,PC_PITCH,79,
10,PC_PITCH,75,
0,PC_ENV_SPEED,-16,
14,PC_NOTE_CUT,0,
0,PATCH_END,0,
};

Level up

const char patch07[] PROGMEM ={//Ruby Crush
0,PC_WAVE,4,
0,PC_ENV_SPEED,-8,
0,PC_PITCH,80,
3,PC_PITCH,78,
3,PC_PITCH,84,
2,PC_PITCH,76,
2,PC_PITCH,88,
2,PC_PITCH,74,
1,PC_PITCH,92,
0,PC_ENV_SPEED,-4,
3,PC_PITCH,96,
3,PC_PITCH,90,
3,PC_PITCH,96,
3,PC_PITCH,90,
3,PC_PITCH,96,
3,PC_PITCH,90,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Grow 1

const char Grow1of2[] PROGMEM ={//Arkanoid
0,PC_WAVE,4,
0,PC_ENV_VOL,127,
0,PC_PITCH,30,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,2,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Grow 2

const char Grow2of2[] PROGMEM ={//Arkanoid
0,PC_WAVE,0,
0,PC_ENV_VOL,90,
0,PC_PITCH,54,
0,PC_ENV_SPEED,-3, 
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,1,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Shrink

const char Shrink[] PROGMEM ={//Arkanoid
0,PC_WAVE,4,
0,PC_ENV_VOL,127,
0,PC_PITCH,50,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_DOWN,2,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Extra Life

const char sfxExtraLife[] PROGMEM ={//Pacman, Paul
0,PC_WAVE,8,
0,PC_PITCH,73,
0,PC_ENV_SPEED,-12,
0,PATCH_END
};

Bonus

const char sfxBonus[] PROGMEM ={//Frogger, Paul
0,PC_WAVE,2,
0,PC_ENV_VOL,0xff,
2,PC_NOTE_UP,6,
2,PC_NOTE_UP,6,
0,PC_ENV_SPEED,-10,
0,PATCH_END
};

Time Bonus

const char sfxTimeBonus[] PROGMEM ={//Frogger, Paul
0,PC_WAVE,7,
0,PC_PITCH,60,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Shooting

Laser Shot

const char LaserShot[] PROGMEM ={//Arkanoid, Alec
0,PC_WAVE,3,
0,PC_ENV_VOL,127,
0,PC_PITCH,80,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_ENV_VOL,0,
3,PC_ENV_VOL,127,
0,PC_PITCH,80,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_ENV_VOL,0,
3,PC_PITCH,80,
0,PC_ENV_VOL,32,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_ENV_VOL,0,
3,PC_PITCH,80,
0,PC_ENV_VOL,15,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_ENV_VOL,0,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Fire

const char patch02[] PROGMEM ={//Loderunner
0,PC_WAVE,2,
0,PC_PITCH,90,
0,PC_ENV_VOL,0xf0,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2,
0,PC_ENV_VOL,0x80,
1,PC_NOTE_DOWN,5,  1,PC_NOTE_UP,2,
0,PC_ENV_VOL,0xf0,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2,
0,PC_ENV_VOL,0x70,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2,
0,PC_ENV_VOL,0xf0,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2,
0,PC_ENV_VOL,0x60,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2,
0,PC_ENV_VOL,0xf0,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2,
0,PC_ENV_VOL,0x50,
1,PC_NOTE_DOWN,5,
0,PC_ENV_VOL,0xf0,
0,PC_WAVE,1,
0,PC_PITCH,60,
0,PC_ENV_SPEED,-5,
0,PC_ENV_VOL,0x50,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
0,PC_PITCH,60,
0,PC_ENV_SPEED,-5,
0,PC_ENV_VOL,0x30,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
0,PC_PITCH,60,
0,PC_ENV_SPEED,-5,
0,PC_ENV_VOL,0x20,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
0,PC_PITCH,60,
0,PC_ENV_SPEED,-5,
0,PC_ENV_VOL,0x10,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
0,PC_PITCH,60,
0,PC_ENV_SPEED,-5,
0,PC_ENV_VOL,0x5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_DOWN,5,
1,PC_NOTE_CUT,0,	
0,PATCH_END
};

Flamethrower

const char patch25[] PROGMEM ={//Zombienator	
0,PC_ENV_VOL,0x99, //FROOSCH
0,PC_NOISE_PARAMS,9, // 1, 3, 5, 9
16,PC_ENV_SPEED,-12,
0,PATCH_END
};

Shotgun

const char patch18[] PROGMEM ={//Zombienator
0,PC_ENV_VOL,0xff, //BOOM
0,PC_NOISE_PARAMS,9, // 1, 3, 5
6,PC_ENV_SPEED,-15, 
10,PC_ENV_VOL,0xff, //CHICK
0,PC_ENV_SPEED,-19,
0,PC_NOISE_PARAMS,6,
2,PC_NOISE_PARAMS,0x1,
7,PC_ENV_VOL,0xf0, //CHICK
0,PC_ENV_SPEED,-19,
0,PC_NOISE_PARAMS,6,
2,PC_NOISE_PARAMS,0x1,
0,PATCH_END
};

Shoot

const char fx_shot[] PROGMEM ={//Uzepede
0,PC_WAVE,2,
0,PC_ENV_SPEED,-16,
0,PC_SLIDE_SPEED,12,
0,PC_SLIDE,-24,
8,PC_ENV_SPEED,-32,
0,PATCH_END
};

Explosions

Vauss Explosion 1

const char VaussExplodes1of2[] PROGMEM ={//Arkanoid, Alec
0,PC_ENV_VOL,127,
0,PC_WAVE,2, 
0,PC_ENV_SPEED,-1, 
0,PC_PITCH,67,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
2,PC_ENV_VOL,100,
0,PC_PITCH,60,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
2,PC_ENV_VOL,70,
0,PC_PITCH,60,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
2,PC_ENV_VOL,40,
0,PC_PITCH,60,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
2,PC_ENV_VOL,20,
0,PC_PITCH,60,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Vauss Explosion 2

const char VaussExplodes2of2[] PROGMEM ={//Arkanoid, Alec	
0,PC_ENV_VOL,127,
0,PC_WAVE,3,
0,PC_ENV_SPEED,-1, 
0,PC_PITCH,65,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
//1,PC_NOTE_DOWN,4,
3,PC_ENV_VOL,100,
0,PC_PITCH,60,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
//1,PC_NOTE_DOWN,4, 
3,PC_ENV_VOL,80,
0,PC_PITCH,55,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
//1,PC_NOTE_DOWN,4,
3,PC_ENV_VOL,50,
0,PC_PITCH,50,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
//1,PC_NOTE_DOWN,4,
3,PC_ENV_VOL,40,
0,PC_PITCH,45,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
//1,PC_NOTE_DOWN,4,
3,PC_ENV_VOL,20,
0,PC_PITCH,40,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
1,PC_NOTE_DOWN,4,
//1,PC_NOTE_DOWN,4,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Zombie Splosch

const char patch19[] PROGMEM ={//Zombienator	
0,PC_ENV_VOL,0xff, //SPLO
0,PC_NOISE_PARAMS,9, 
0,PC_ENV_SPEED,-10, 
2,PC_ENV_VOL,0xff, //SCH
0,PC_ENV_SPEED,-15,
0,PC_NOISE_PARAMS,6,
2,PC_NOISE_PARAMS,0x1,
0,PATCH_END
};

Movement

Box Move

const char patch40[] PROGMEM = {//Sokoban World
0,PC_WAVE,2,
0,PC_ENV_SPEED,10,
0,PC_PITCH,45,
2,PC_ENV_SPEED,-5,
3,PC_ENV_SPEED,-13,
0,PC_PITCH,40,
3,PC_PITCH,45,
3,PC_ENV_SPEED,-22,
3,PC_PITCH,40,
0,PC_ENV_SPEED,-26,
2,PATCH_END,0,
};

Fall

const char patch03[] PROGMEM ={//Loderunner
0,PC_WAVE,8,
0,PC_PITCH,76,	
0,PATCH_END 
};

Enemy in hole

const char patch05[] PROGMEM ={//Loderunner, Alec
0,PC_WAVE,5,
0,PC_PITCH,60,
1,PC_PITCH,50,
1,PC_PITCH,40,
1,PC_PITCH,30,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Step 1

const char MarioWalk0[] PROGMEM ={//Donkey Kong, Paul 
0,PC_WAVE,1,
0,PC_PITCH,90,
0,PC_ENV_SPEED,-32,
0,PC_NOTE_DOWN,26, 
1,PC_NOTE_UP,3,
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_DOWN,16, 
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Step 2

const char MarioWalk1[] PROGMEM ={//Donkey Kong, Paul
0,PC_WAVE,1,
0,PC_PITCH,90,
0,PC_ENV_SPEED,-32,
0,PC_NOTE_DOWN,29, 
1,PC_NOTE_UP,3,
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_DOWN,13, 
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Step 3

const char MarioWalk2[] PROGMEM ={//Donkey Kong, Paul
0,PC_WAVE,1,
0,PC_PITCH,90,
0,PC_ENV_SPEED,-32,
0,PC_NOTE_DOWN,32, 
1,PC_NOTE_UP,3,
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_DOWN,13, 
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Jumping

Mario Jump

const char MarioJump[] PROGMEM = {//Donkey Kong, Paul
0,PC_WAVE,3,
//0,PC_ENV_SPEED,-8,
0,PC_PITCH,68,
1,PC_PITCH,69,
1,PC_PITCH,70,
1,PC_PITCH,72,
1,PC_PITCH,73,
2,PC_PITCH,72,
1,PC_PITCH,71,
0,PC_ENV_SPEED,-8,
1,PC_PITCH,70,
2,PC_PITCH,71,
1,PC_PITCH,72,
2,PC_PITCH,71,
1,PC_PITCH,70,
1,PC_PITCH,69,
2,PC_PITCH,71,
1,PC_PITCH,72,
2,PC_PITCH,71,
1,PC_PITCH,70,
1,PC_PITCH,69,
2,PC_PITCH,70,
1,PC_PITCH,71,
2,PC_PITCH,70,
1,PC_PITCH,69,
1,PC_PITCH,68,
2,PC_PITCH,70,
1,PC_NOTE_CUT,0,
0,PATCH_END,0,
};

Hop 1

const char sfxHop0[] PROGMEM ={//Frogger, Paul
0,PC_ENV_SPEED,-10,
0,PC_PITCH,55,
1,PC_NOTE_UP,5,  
1,PC_NOTE_UP,5, 
2,PC_NOTE_UP,5,  
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Hop 2

const char sfxHop1[] PROGMEM ={//Frogger, Paul
0,PC_ENV_SPEED,-10,
0,PC_PITCH,55,
1,PC_NOTE_UP,6,  
1,PC_NOTE_UP,6, 
2,PC_NOTE_UP,6,  
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Hop 3

const char sfxHop2[] PROGMEM ={//Frogger, Paul
0,PC_ENV_SPEED,-10,
0,PC_PITCH,55,
1,PC_NOTE_UP,7,  
1,PC_NOTE_UP,7, 
2,PC_NOTE_UP,7,  
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Win

Level cleared

const char patch06[] PROGMEM ={//Arkanoid????
0,PC_WAVE,8,
0,PC_ENV_SPEED,-40,
0,PC_PITCH,80,
0,PC_ENV_VOL,240,
5,PC_NOTE_DOWN,2,
0,PC_ENV_VOL,240,
5,PC_NOTE_DOWN,2,
0,PC_ENV_VOL,240,
5,PC_NOTE_UP,2,
0,PC_ENV_VOL,240,
5,PC_NOTE_UP,2,
0,PC_ENV_VOL,240,
5,PC_ENV_VOL,240, 
5,PC_ENV_VOL,240,
0,PATCH_END 
};

Lose

Die

const char patch04[] PROGMEM ={//Loderunner,Alec
0,PC_WAVE,6,
0,PC_PITCH,70,
0,PC_ENV_SPEED,-5,
0,PC_ENV_VOL,0x90,
4,PC_NOTE_DOWN,5,
0,PC_WAVE,6,
4,PC_NOTE_DOWN,5,
0,PC_WAVE,3,
4,PC_NOTE_DOWN,5,
0,PC_WAVE,5,
4,PC_NOTE_DOWN,5,
0,PC_WAVE,1,
4,PC_NOTE_DOWN,5,
0,PC_WAVE,6,
4,PC_NOTE_DOWN,5,
0,PC_WAVE,7,
4,PC_NOTE_DOWN,5,
0,PC_WAVE,4,
4,PC_NOTE_DOWN,5,	
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Game Over 1

const char fx_gameover1[] PROGMEM ={//Uzepede
0,PC_WAVE,1,
0,PC_NOTE_DOWN,40,
0,PC_SLIDE_SPEED,64,
0,PC_SLIDE,-4,
0,PC_ENV_SPEED,-1,
64,PC_NOTE_CUT,0,
0,PATCH_END
};

Game Over 2

const char fx_gameover2[] PROGMEM ={//Uzepede
0,PC_NOISE_PARAMS,1,
0,PC_ENV_SPEED,-4,
64,PC_NOTE_CUT,0,
0,PATCH_END
};

DOOM AND DEATH AND DARKNESS AND GAME OVER

const char patch24[] PROGMEM ={//Zombienator	
0,PC_WAVE,1,
0,PC_ENV_VOL,0xff,
0,PC_ENV_SPEED,-3,
0,PC_PITCH,60,
5,PC_NOTE_DOWN,5, 
5,PC_NOTE_DOWN,5,  
5,PC_NOTE_DOWN,5,  
10,PC_NOTE_CUT,0,
0,PATCH_END 
};

Game over

const char patch08[] PROGMEM ={//Ruby Crush
0,PC_WAVE,4,
0,PC_ENV_SPEED,-5,
0,PC_PITCH,52,
0,PC_NOTE_UP,2,
10,PC_NOTE_DOWN,10, 
10,PC_NOTE_DOWN,10, 
30,PC_NOTE_CUT,0,
0,PATCH_END 
};

Snake died

const char patch02[] PROGMEM ={//Uze Snakes
0,PC_NOISE_PARAMS,40,
0,PC_ENV_SPEED,-5, 
250,PC_NOISE_PARAMS,1,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Dead

const char sfxDead[] PROGMEM ={//Frogger, Paul
0,PC_WAVE,1,
0,PC_ENV_SPEED,-5,
0,PC_PITCH,55,
2,PC_NOTE_DOWN,6,  
2,PC_NOTE_DOWN,6, 
2,PC_NOTE_DOWN,6,  
4,PC_NOTE_CUT,0,
0,PATCH_END
};

Life Loss

const char sfxLifeLoss2P[] PROGMEM ={//Frogger, Paul
0,PC_ENV_SPEED,-5,
0,PC_PITCH,60,
2,PC_NOTE_DOWN,6,  
2,PC_NOTE_DOWN,6, 
2,PC_NOTE_DOWN,6,  
4,PC_NOTE_CUT,0,
0,PATCH_END
};

GUI

Title Sound

const char fx_titlescreen[] PROGMEM ={//Uzepede
0,PC_WAVE,0,
0,PC_NOTE_DOWN,24,
0,PC_ENV_VOL,0,
0,PC_TREMOLO_LEVEL,64,
0,PC_TREMOLO_RATE,64,
0,PC_ENV_SPEED,1,
128,PC_ENV_SPEED,0,
32,PC_ENV_SPEED,-1,
0,PATCH_END
};

Right, revealed

const char patch04[] PROGMEM ={//Uze Feud
0,PC_WAVE,3,
0,PC_PITCH,70,
8,PC_PITCH,82,
8,PC_PITCH,94,
0,PC_ENV_SPEED,-8,   
0,PATCH_END
};

Wrong

const char patch05[] PROGMEM ={//Uze Feud
0,PC_WAVE,6,
0,PC_PITCH,62,
8,PC_PITCH,50,
0,PC_ENV_SPEED,-16,   
0,PATCH_END
};

Moving in menu

const char patch00[] PROGMEM ={//Atmoix
0,PC_WAVE,4,
0,PC_ENV_VOL,0x70,
0,PC_ENV_SPEED,-40,
0,PC_PITCH,60,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Can't move in menu

const char patch01[] PROGMEM ={//Atmoix
0,PC_WAVE,5,
0,PC_ENV_VOL,0xa0,
0,PC_PITCH,30,
5,PC_NOTE_CUT,0,
0,PATCH_END
};

Select level in menu

const char patch02[] PROGMEM ={//Atmoix
0,PC_WAVE,9,
0,PC_ENV_VOL,0xD0,
0,PC_ENV_SPEED,-20,
0,PC_PITCH,60,
5,PC_NOTE_UP,12,
5,PC_NOTE_CUT,0,
0,PATCH_END
};

Exit

const char patch01[] PROGMEM ={//Loderunner???
0,PC_ENV_SPEED,-5,
0,PC_WAVE,2,
0,PC_PITCH,65,
4,PC_NOTE_UP,6, 
4,PC_NOTE_DOWN,2,
4,PC_NOTE_UP,8, 
4,PC_NOTE_DOWN,2,
4,PC_NOTE_UP,2, 
4,PC_NOTE_DOWN,2,
4,PC_NOTE_UP,8, 
4,PC_NOTE_DOWN,2, 
4,PC_NOTE_UP,2, 
4,PC_NOTE_DOWN,2,
4,PC_NOTE_UP,8, 
4,PC_NOTE_CUT,0,	
0,PATCH_END
};

Menu open

const char MenuOpen[] PROGMEM ={//Loderunner
0,PC_ENV_VOL,30,
0,PC_ENV_SPEED,15,
0,PC_WAVE,0,
0,PC_PITCH,40,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_UP,2,
1,PC_NOTE_CUT,0,
0,PATCH_END  
};

Menu close

const char MenuClose[] PROGMEM ={//Loderunner
0,PC_WAVE,0,
0,PC_PITCH,60,
0,PC_ENV_VOL,255,
0,PC_ENV_SPEED,-15,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_CUT,0,
0,PATCH_END  
};

Select

const char Select[] PROGMEM ={//Loderunner
0,PC_WAVE,0,
0,PC_PITCH,80,
0,PC_ENV_VOL,200,
0,PC_ENV_SPEED,-15,
0,PATCH_END  
};

Error

const char Error[] PROGMEM ={//Pentago
0,PC_WAVE,0,
0,PC_PITCH,38,
0,PC_ENV_SPEED,-30,
0,PATCH_END
};

Pause

Pause 1

const char Pause[] PROGMEM ={//Lode Runner???
0,PC_WAVE,8,
0,PC_ENV_VOL,200,
0,PC_ENV_SPEED,-10,
0,PC_PITCH,90,
5,PC_ENV_VOL,100,
0,PC_ENV_SPEED,-10,
0,PC_PITCH,82,
4,PC_ENV_VOL,200,
0,PC_ENV_SPEED,-10,
0,PC_PITCH,90,
5,PC_ENV_VOL,150,
0,PC_ENV_SPEED,-10,
0,PC_PITCH,82,
0,PATCH_END  
};

Misc

Catch atom

const char patch03[] PROGMEM ={//Atomix
0,PC_WAVE,3,
0,PC_ENV_VOL,0xa0,
0,PC_ENV_SPEED,-10,
0,PC_PITCH,40,
1,PC_NOTE_UP,6,
1,PC_NOTE_UP,6,
1,PC_NOTE_UP,6,
1,PC_NOTE_UP,6,
1,PC_NOTE_UP,6,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Release atom

const char patch04[] PROGMEM ={//Atomix
0,PC_WAVE,3,
0,PC_ENV_VOL,0xa0,
0,PC_ENV_SPEED,-10,
0,PC_PITCH,70,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_DOWN,6,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Moving atom

const char patch05[] PROGMEM ={//Atomix
0,PC_WAVE,3,
0,PC_ENV_VOL,0x60,
0,PC_ENV_SPEED,0,
0,PC_PITCH,20,
10,PC_NOTE_CUT,0,
0,PATCH_END
};

Tile placed

const char patch03[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,5,
0,PC_ENV_SPEED,-30, 
25,PC_NOISE_PARAMS,3,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Error, Tile Removed

const char patch04[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,0,
0,PC_ENV_SPEED,-30, 
50,PC_NOISE_PARAMS,1,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

EEPROM Cleared

const char patch05[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,40,
0,PC_ENV_SPEED,-2, 
250,PC_NOISE_PARAMS,1,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Go

const char patch06[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,0,
0,PC_ENV_SPEED,-5, 
150,PC_NOISE_PARAMS,3,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Ready, set

const char patch07[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,0,
0,PC_ENV_SPEED,-30, 
15,PC_NOISE_PARAMS,3,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Horn

const char patch09[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,2,
0,PC_ENV_SPEED,-20, 
25,PC_NOISE_PARAMS,255,
3,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Nitro

const char patch10[] PROGMEM ={//Corrida Nebososa
0,PC_NOISE_PARAMS,255,
0,PC_ENV_SPEED,-50, 
5,PC_NOISE_PARAMS,255,
3,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Destroy

const char sfxDestroy[] PROGMEM ={//Donky Kong, Paul
0,PC_WAVE,4,
0,PC_PITCH,40,
0,PC_TREMOLO_LEVEL,0x78,     
0,PC_TREMOLO_RATE,90, 
3,PC_NOTE_UP,4,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,4,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,4,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,4,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,4,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
0,PC_ENV_SPEED,-12,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
1,PC_NOTE_UP,3,
3,PC_NOTE_DOWN,1,
3,PC_NOTE_CUT,0,
0,PATCH_END
};

Stomp

const char sfxKongStomp[] PROGMEM ={//Donky Kong, Paul
0,PC_WAVE,3,
0,PC_ENV_SPEED,-4,
0,PC_PITCH,40,
1,PC_NOTE_DOWN,5, 
1,PC_NOTE_DOWN,4, 
1,PC_NOTE_DOWN,3, 
0,PC_WAVE,4,
0,PC_TREMOLO_LEVEL,0x90, 
0,PC_TREMOLO_RATE,0x60, 
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Spring

const char sfxSpringBounce[] PROGMEM ={//Donky Kong, Paul
0,PC_WAVE,2,
0,PC_PITCH,54,
3,PC_NOTE_UP,4,
2,PC_NOTE_UP,4,
2,PC_NOTE_DOWN,8,
3,PC_NOTE_UP,4,
2,PC_NOTE_UP,4,
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Spring Drop

const char sfxSpringDrop[] PROGMEM ={//Donky Kong, Paul
0,PC_WAVE,2,
0,PC_PITCH,90,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
0,PC_ENV_SPEED,-12,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_CUT,0,
0,PATCH_END
}; 

Fall

const char DKFall[] PROGMEM ={//Donky Kong, Paul
0,PC_WAVE,4,
0,PC_PITCH,45,
1,PC_PITCH,50,
1,PC_PITCH,55,
1,PC_PITCH,60,
1,PC_PITCH,65,
1,PC_PITCH,69,
1,PC_PITCH,74,
1,PC_PITCH,45,
1,PC_PITCH,50,
1,PC_PITCH,55,
1,PC_PITCH,60,
1,PC_PITCH,65,
1,PC_PITCH,69,
1,PC_PITCH,74,
0,PC_ENV_SPEED,-35,
30,PC_ENV_VOL,233,
0,PC_WAVE,3,//might want to try different things here
0,PC_ENV_SPEED,-22,
0,PC_PITCH,31,
11,PC_ENV_VOL,233, 
0,PC_PITCH,28,
11,PC_ENV_VOL,233,
0,PC_PITCH,31,
11,PC_ENV_VOL,233, 
0,PC_PITCH,28,
11,PC_ENV_VOL,233, 
0,PC_PITCH,31,
11,PC_ENV_VOL,233, 
0,PC_PITCH,28,
11,PC_ENV_VOL,233, 
0,PC_PITCH,31,
11,PC_ENV_VOL,233, 
0,PC_PITCH,28,
11,PC_ENV_VOL,233,  
0,PC_PITCH,31,
11,PC_ENV_VOL,233, 
0,PC_PITCH,28,
11,PC_ENV_VOL,233,
0,PC_PITCH,31,
//0,PC_WAVE,4,
30,PC_ENV_VOL,233,//adjust for delay between flail and fall
0,PC_ENV_SPEED,0,
0,PC_PITCH,77,
2,PC_PITCH,76,
2,PC_PITCH,75,
2,PC_PITCH,74,
2,PC_PITCH,73,
2,PC_PITCH,72,
1,PC_PITCH,71,
2,PC_PITCH,70,
2,PC_PITCH,69,
2,PC_PITCH,68,
2,PC_PITCH,67,
2,PC_PITCH,66,
2,PC_PITCH,65, 
2,PC_PITCH,64,
2,PC_PITCH,63,
1,PC_PITCH,62,
2,PC_PITCH,61,
2,PC_PITCH,60,
2,PC_PITCH,59,
2,PC_PITCH,58,
2,PC_PITCH,57,
2,PC_PITCH,56,
2,PC_PITCH,55,
2,PC_PITCH,54,
1,PC_PITCH,53,
2,PC_PITCH,52,
2,PC_PITCH,51,
2,PC_PITCH,50,
2,PC_PITCH,49,
2,PC_PITCH,48,
2,PC_PITCH,47,
2,PC_PITCH,46,
2,PC_PITCH,45,
0,PC_ENV_SPEED,-35,//smooth off end
30,PC_ENV_VOL,233,//adjust for delay between falling and clunk
0,PC_ENV_SPEED,-1,
0,PC_PITCH,32,
1,PC_PITCH,31,
1,PC_PITCH,30,
1,PC_PITCH,29,
1,PC_PITCH,28,
1,PC_PITCH,27,
1,PC_PITCH,25,
1,PC_PITCH,24,
1,PC_PITCH,23,
1,PC_PITCH,22,
1,PC_PITCH,21,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Escape

const char DKEscape[] PROGMEM ={//Donky Kong, Paul
0,PC_WAVE,3,
0,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,46,
1,PC_PITCH,50,
1,PC_PITCH,51,
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Beep

const char sfxBeep[] PROGMEM ={//Frogger, Paul
0,PC_WAVE,9,
0,PC_PITCH,65,
0,PC_ENV_SPEED,-5,
10,PC_NOTE_CUT,0,
0,PATCH_END
};

?todo

const char fx00[] PROGMEM ={//MegaSokoban
0,PC_WAVE,8,
0,PC_ENV_VOL,0xE0,
0,PC_PITCH,20,
1,PC_NOTE_CUT,0,
20,PC_ENV_VOL,0xE0,
20,PC_PITCH,20,
21,PC_NOTE_CUT,0,
0,PATCH_END
};

?todo

const char fx01[] PROGMEM ={//MegaSokoban
0,PC_NOISE_PARAMS,254,
0,PC_ENV_VOL,50,
1,PC_ENV_VOL,200,
2,PC_ENV_VOL,150,
3,PC_ENV_VOL,50,
4,PC_NOTE_CUT,0,
0,PATCH_END
};

?todo

const char fx02[] PROGMEM ={//MegaSokoban
0,PC_WAVE,8,
0,PC_ENV_VOL,0xFF,
0,PC_PITCH,50,
1,PC_PITCH,40,
3,PC_NOTE_CUT,0,
0,PATCH_END
};

?todo

const char fx03[] PROGMEM ={//MegaSokoban
0,PC_WAVE,7,
0,PC_PITCH,95,
2,PC_NOTE_DOWN,10,
2,PC_NOTE_DOWN,8,
2,PC_NOTE_DOWN,6,
2,PC_NOTE_DOWN,4,
2,PC_NOTE_DOWN,2,
0,PC_PITCH,66,
2,PC_NOTE_UP,5,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_UP,5,
2,PC_NOTE_UP,5,
2,PC_NOTE_DOWN,2,
2,PC_NOTE_UP,5,
0,PC_ENV_SPEED,-8,
4,PC_NOTE_UP,5,
4,PC_NOTE_DOWN,5,
4,PC_NOTE_UP,5,
4,PC_NOTE_DOWN,5,
4,PC_NOTE_UP,5,
4,PC_NOTE_DOWN,5,
4,PC_NOTE_UP,5,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

?todo

const char fx04[] PROGMEM ={//MegaSokoban
0,PC_WAVE,1,
0,PC_ENV_VOL,0xff,
0,PC_PITCH,100,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Moving around board

const char fx00[] PROGMEM ={//Chess4Uzebox 
0,PC_WAVE,8,
0,PC_ENV_VOL,0xE0,
0,PC_ENV_SPEED,-20,
0,PC_PITCH,80,
2,PC_NOTE_DOWN,6,
2,PC_NOTE_DOWN,6,
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Can't move to location

const char fx01[] PROGMEM ={//Chess4Uzebox 
0,PC_WAVE,5,
0,PC_ENV_VOL,0xa0,
0,PC_PITCH,35,
5,PC_NOTE_CUT,0,
0,PATCH_END
};

Select square

const char fx02[] PROGMEM ={//Chess4Uzebox 
0,PC_WAVE,4,
0,PC_ENV_VOL,0xD0,
0,PC_PITCH,60,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,60, 
2,PC_NOTE_UP,6,
2,PC_NOTE_UP,6,
1,PC_NOTE_UP,6,
1,PC_NOTE_UP,6,
1,PC_NOTE_UP,6,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Error move (move not valid)

const char fx03[] PROGMEM ={//Chess4Uzebox 
0,PC_WAVE,5,
0,PC_ENV_VOL,0xa0,
0,PC_PITCH,40,
5,PC_ENV_VOL,0x40,
2,PC_ENV_VOL,0xa0,
5,PC_NOTE_CUT,0,
0,PATCH_END
};

Computer Move Finished

const char fx04[] PROGMEM ={//Chess4Uzebox 
0,PC_ENV_SPEED,-5,
0,PC_WAVE,8,
0,PC_TREMOLO_LEVEL,0xa0,     
0,PC_TREMOLO_RATE,50, 
0,PC_PITCH,70,
0,PATCH_END
};

Capture

const char fx05[] PROGMEM ={//Chess4Uzebox 
0,PC_WAVE,4,
0,PC_ENV_VOL,0xa0,
0,PC_ENV_SPEED,-10,
0,PC_PITCH,50,
1,PC_NOTE_UP,1,
1,PC_NOTE_UP,1,
1,PC_NOTE_UP,1,
1,PC_NOTE_UP,1,
1,PC_NOTE_UP,1,
//0,PC_TREMOLO_LEVEL,0xa0,     
//0,PC_TREMOLO_RATE,50, 
5,PC_PITCH,40,
0,PC_ENV_VOL,0xff,
0,PC_WAVE,1,
0,PC_ENV_SPEED,-10,
0,PC_TREMOLO_LEVEL,0xa0,     
0,PC_TREMOLO_RATE,50, 
//5,PC_NOTE_CUT,0,
0,PATCH_END 
};

Pawn Promotion

const char fx06[] PROGMEM ={//Chess4Uzebox 
0,PC_WAVE,8,
0,PC_ENV_SPEED,10,
0,PC_ENV_VOL,0x20,
0,PC_PITCH,50,
5,PC_PITCH,65,
5,PC_PITCH,70,
5,PC_PITCH,75,
7,PC_PITCH,65,
5,PC_PITCH,70,
5,PC_PITCH,75,
5,PC_PITCH,77,
0,PC_TREMOLO_LEVEL,0xa0,     
0,PC_TREMOLO_RATE,50, 
0,PC_ENV_SPEED,-10,
0,PATCH_END
};

Check

const char fx07[] PROGMEM ={//Chess4Uzebox 
0,PC_WAVE,0,
0,PC_ENV_SPEED,-5,
0,PC_PITCH,72,
2,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
2,PC_NOTE_DOWN,10,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
2,PC_NOTE_DOWN,2,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
2,PC_NOTE_DOWN,10,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
2,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
2,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Checkmate

const char fx08[] PROGMEM ={//Chess4Uzebox
0,PC_WAVE,3,
0,PC_PITCH,86,
2,PC_NOTE_DOWN,10, 
2,PC_NOTE_DOWN,8, 
2,PC_NOTE_DOWN,6, 
2,PC_NOTE_DOWN,4, 
2,PC_NOTE_DOWN,2, 
0,PC_PITCH,66, 
2,PC_NOTE_UP,5, 
2,PC_NOTE_DOWN,2, 
2,PC_NOTE_UP,5, 
2,PC_NOTE_UP,5, 
2,PC_NOTE_DOWN,2, 
2,PC_NOTE_UP,5, 
0,PC_ENV_SPEED,-8,  
4,PC_NOTE_UP,5, 
4,PC_NOTE_DOWN,5, 
4,PC_NOTE_UP,5, 
4,PC_NOTE_DOWN,5, 
4,PC_NOTE_UP,5,
4,PC_NOTE_DOWN,5, 
4,PC_NOTE_UP,5,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Stalemate

const char fx09[] PROGMEM ={//Chess4Uzebox
0,PC_WAVE,6,
0,PC_ENV_SPEED,-5,
0,PATCH_END
};

Hammer

const char Hammer[] PROGMEM ={//WhackAMole, Alec
0,PC_WAVE,8,
0,PC_PITCH,72,
1,PC_PITCH,52,
1,PC_PITCH,62,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Hammer Hit

const char HammerHit[] PROGMEM ={//WhackAMole, Alec
0,PC_WAVE,8,
0,PC_ENV_SPEED,-20, 
1,PC_PITCH,60,
1,PC_PITCH,68,
1,PC_PITCH,60,
1,PC_PITCH,80,
1,PC_PITCH,70,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Counter

const char patch08[] PROGMEM ={//WhackAMole, Alec
0,PC_WAVE,8,
0,PC_ENV_SPEED,-30,
0,PC_PITCH,72,
5,PC_NOTE_CUT,0,
0,PATCH_END 
};

Counter end

const char patch09[] PROGMEM ={//WhackAMole, Alec
0,PC_WAVE,8,
0,PC_ENV_SPEED,-7,
0,PC_PITCH,84,
45,PC_NOTE_CUT,0,
0,PATCH_END 
};

Red

const char SFX_red[] PROGMEM ={//Simon
0,PC_WAVE,8,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,40, 
0,PC_NOTE_DOWN,30,
1,PC_ENV_VOL,200, 
1,PC_ENV_SPEED,-10,
10,PC_PITCH,10,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Blue

const char SFX_blue[] PROGMEM ={//Simon	
0,PC_WAVE,8,
0,PC_TREMOLO_LEVEL,0x90,
0,PC_TREMOLO_RATE,40,
0,PC_NOTE_DOWN,25,
1,PC_ENV_VOL,200,
1,PC_ENV_SPEED,-10,
10,PC_PITCH,10,
1,PC_NOTE_CUT,0,
0,PATCH_END     
};

Green

const char SFX_green[] PROGMEM ={//Simon
0,PC_WAVE,8,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,40, 
0,PC_NOTE_DOWN,20,
1,PC_ENV_VOL,200, 
1,PC_ENV_SPEED,-10,
10,PC_PITCH,10,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Yellow

const char SFX_yellow[] PROGMEM ={//Simon
0,PC_WAVE,8,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,40, 
0,PC_NOTE_DOWN,15,
1,PC_ENV_VOL,200, 
1,PC_ENV_SPEED,-10,
10,PC_PITCH,10,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Fail

const char SFX_failed[] PROGMEM ={//Simon
0,PC_WAVE,8,
0,PC_ENV_SPEED,-5,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,60, 
0,PC_PITCH,90,
5,PC_NOTE_DOWN,3,
5,PC_NOTE_DOWN,4,
5,PC_NOTE_DOWN,5,
5,PC_NOTE_DOWN,6,
5,PC_NOTE_DOWN,7,
5,PC_NOTE_DOWN,8,
5,PC_NOTE_DOWN,9,
5,PC_NOTE_CUT,0,
0,PATCH_END
};

'no pair'

const char no_pair[] PROGMEM = {//Memory
0,PC_ENV_SPEED,-5,
0,PC_PITCH,60,
2,PC_NOTE_UP,6,  
2,PC_NOTE_UP,6, 
2,PC_NOTE_UP,6,  
4,PC_NOTE_CUT,0,
0,PATCH_END
};

'found pair'

const char found_pair[] PROGMEM ={//Memory
0,PC_WAVE,8,
0,PC_ENV_SPEED,-12,
5,PC_NOTE_UP,12, 
5,PC_NOTE_DOWN,12,
5,PC_NOTE_UP,12, 
5,PC_NOTE_DOWN,12,
5,PC_NOTE_CUT,0,
0,PATCH_END
};

'flip card'

const char flip_card[] PROGMEM ={//Memory
0,PC_ENV_SPEED,-25,
2,PC_NOTE_UP,12,  
4,PC_NOTE_CUT,0,								 
0,PATCH_END
};

Bomb

const char bomb[] PROGMEM = {//Ninja Beatdown
0,PC_ENV_VOL,0xff,
0,PC_WAVE,3,
0,PC_ENV_SPEED,-4,
0,PC_PITCH,40,
1,PC_NOTE_DOWN,5, 
1,PC_NOTE_DOWN,4, 
1,PC_NOTE_DOWN,3, 
1,PC_NOTE_DOWN,2, 
1,PC_NOTE_DOWN,1,
0,PC_TREMOLO_LEVEL,0x90, 
0,PC_TREMOLO_RATE,0x60, 
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_CUT,0,
0,PATCH_END 
};

Eat 1

const char sfxPellet1[] PROGMEM ={//Pacman, Paul
0,PC_WAVE,1,
0,PC_PITCH,80,
0,PC_NOTE_DOWN,26, 
1,PC_NOTE_UP,3,
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_DOWN,16, 
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Eat 2

const char sfxPellet2[] PROGMEM ={//Pacman, Paul 
0,PC_WAVE,1,
0,PC_PITCH,80,
0,PC_NOTE_DOWN,29, 
1,PC_NOTE_UP,3,
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,4, 
1,PC_NOTE_DOWN,13, 
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Eat Fruit

const char sfxFruit[] PROGMEM ={//Pacman, Paul
0,PC_WAVE,2,
0,PC_PITCH,80,
0,PC_NOTE_DOWN,18, 
1,PC_NOTE_DOWN,4, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
3,PC_NOTE_UP,1, 
1,PC_NOTE_DOWN,3, 
1,PC_NOTE_DOWN,3, 
1,PC_NOTE_DOWN,3, 
1,PC_NOTE_DOWN,3, 
3,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_UP,3, 
1,PC_NOTE_DOWN,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
5,PC_NOTE_CUT,0,
0,PATCH_END
};

Die

const char sfxPacmanDie[] PROGMEM ={//Pacman, Paul	
0,PC_WAVE,8,
0,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_DOWN,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
2,PC_NOTE_UP,1,
0,PC_WAVE,2,
0,PC_NOTE_UP,6,
3,PC_NOTE_UP,6,
3,PC_NOTE_UP,6,
3,PC_NOTE_UP,6,
3,PC_NOTE_DOWN,24,
0,PC_NOTE_UP,6,
3,PC_NOTE_UP,6,
3,PC_NOTE_UP,6,
3,PC_NOTE_UP,6,
3,PC_NOTE_CUT,0,
0,PATCH_END
};

Slow Siren

const char sfxSirenSlow[] PROGMEM ={//Pacman, Paul
0,PC_WAVE,2,
0,PC_NOTE_DOWN,18, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Medium Siren

const char sfxSirenMed[] PROGMEM ={//Pacman, Paul
0,PC_WAVE,2,
0,PC_NOTE_DOWN,15, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Fast Siren

const char sfxSirenFast[] PROGMEM ={//Pacman, Paul
0,PC_WAVE,2,
0,PC_NOTE_DOWN,12, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_UP,1, 
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Frightened

const char sfxFrightened[] PROGMEM ={ 
0,PC_WAVE,2,
0,PC_PITCH,65,
0,PC_NOTE_DOWN,24, 
0,PC_ENV_SPEED,-12,
0,PC_NOTE_UP,5, 
1,PC_NOTE_UP,5, 
1,PC_NOTE_UP,5, 
1,PC_NOTE_UP,5, 
1,PC_NOTE_UP,5, 
1,PC_NOTE_UP,5, 
1,PC_NOTE_UP,5, 
1,PC_NOTE_UP,5, 
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Eat Ghost

const char sfxKillGhost[] PROGMEM ={ 
0,PC_WAVE,4,
0,PC_ENV_SPEED,-3,
0,PC_PITCH,60,
1,PC_NOTE_DOWN,5, 
1,PC_NOTE_DOWN,4, 
1,PC_NOTE_DOWN,3, 
1,PC_NOTE_DOWN,2, 
1,PC_NOTE_DOWN,1,
0,PC_WAVE,4,
0,PC_TREMOLO_LEVEL,0x90, 
0,PC_TREMOLO_RATE,0x60, 
2,PC_NOTE_UP,5,
2,PC_NOTE_UP,5,
2,PC_NOTE_UP,5,
2,PC_NOTE_UP,4,
2,PC_NOTE_UP,4,
2,PC_NOTE_UP,4,
2,PC_NOTE_UP,3,
2,PC_NOTE_UP,3,
2,PC_NOTE_UP,3,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,2 ,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,2,
2,PC_NOTE_UP,2 ,
1,PC_NOTE_CUT,0,
0,PATCH_END
};

Dead Ghost

const char sfxDeadGhost[] PROGMEM ={ 
0,PC_WAVE,0,
0,PC_PITCH,85,
0,PC_NOTE_UP,12, 
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_DOWN,2,
1,PC_NOTE_CUT,0,
0,PATCH_END
};
const char Pong0[] PROGMEM ={//Pong
0,PC_ENV_VOL,0xff, 
0,PC_NOTE_UP,80,
0,PC_PITCH,-50,
3,PC_ENV_VOL,0x00, 
0,PATCH_END
};
const char Pong1[] PROGMEM ={//Pong
0,PC_ENV_VOL,0xff, 
0,PC_NOTE_DOWN,20,
2,PC_ENV_VOL,0x00,
0,PATCH_END 
};
const char Pong2[] PROGMEM ={//Pong
0,PC_ENV_VOL,0xff, 
0,PC_NOTE_UP,50,
0,PC_PITCH,-50,
13,PC_ENV_VOL,0x00, 
0,PATCH_END
};

Echo Droplet

const char echo_droplet[] PROGMEM ={//Frogger, Paul
0,PC_ENV_SPEED,-12,
5,PC_NOTE_UP,12, 
5,PC_NOTE_DOWN,12,
5,PC_NOTE_UP,12, 
5,PC_NOTE_DOWN,12,
5,PC_NOTE_CUT,0,
0,PATCH_END
};

Floor Drop

const char floor_drop[] PROGMEM ={	
0,PC_NOISE_PARAMS,10,
0,PC_ENV_SPEED,-30, 
2,PC_NOISE_PARAMS,0x5,
1,PC_NOISE_PARAMS,0x3,
1,PC_NOISE_PARAMS,0x1, 
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Block Move

const char block_move[] PROGMEM ={	
0,PC_ENV_SPEED,-25,
2,PC_NOTE_UP,12,  
4,PC_NOTE_CUT,0,								 
0,PATCH_END
};

Block Drop

const char patch06[] PROGMEM ={	
0,PC_ENV_SPEED,-15,
0,PC_PITCH,90,
2,PC_NOTE_DOWN,3,
2,PC_NOTE_DOWN,4,
2,PC_NOTE_DOWN,5,
2,PC_NOTE_DOWN,6,
2,PC_NOTE_CUT,0,
0,PATCH_END
};

Floor Noise

const char floor_noise[] PROGMEM ={	
0,PC_NOISE_PARAMS,3,
0,PC_ENV_SPEED,-30, 
3,PC_NOISE_PARAMS,0x6,
4,PC_NOISE_PARAMS,0x9,
3,PC_NOTE_CUT,0,
0,PATCH_END
};

Line Clear

const char line_clear[] PROGMEM ={	
0,PC_WAVE,4,
0,PC_ENV_SPEED,-8,
0,PC_PITCH,80,
3,PC_PITCH,78,
3,PC_PITCH,84,
2,PC_PITCH,76,
2,PC_PITCH,88,
2,PC_PITCH,74,
1,PC_PITCH,92,
0,PC_ENV_SPEED,-4,
3,PC_PITCH,96,
3,PC_PITCH,90,
3,PC_PITCH,96,
3,PC_PITCH,90,
3,PC_PITCH,96,
3,PC_PITCH,90,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

T-Spin

const char t_spin[] PROGMEM ={	
0,PC_WAVE,4,
0,PC_ENV_SPEED,-5,

0,PC_PITCH,62,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2,  

1,PC_NOTE_DOWN,10,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 

1,PC_NOTE_DOWN,2,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
 
1,PC_NOTE_DOWN,10,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 

1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 

1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 

1,PC_NOTE_DOWN,5,
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_UP,2, 
1,PC_NOTE_CUT,0,

0,PATCH_END 
};

Tetris

const char tetris[] PROGMEM ={	
0,PC_WAVE,3,
0,PC_PITCH,86,
2,PC_NOTE_DOWN,10, 
2,PC_NOTE_DOWN,8, 
2,PC_NOTE_DOWN,6, 
2,PC_NOTE_DOWN,4, 
2,PC_NOTE_DOWN,2, 
 
0,PC_PITCH,66, 
2,PC_NOTE_UP,5, 
2,PC_NOTE_DOWN,2, 
2,PC_NOTE_UP,5, 

2,PC_NOTE_UP,5, 
2,PC_NOTE_DOWN,2, 
2,PC_NOTE_UP,5,  

0,PC_ENV_SPEED,-8,   

4,PC_NOTE_UP,5, 
4,PC_NOTE_DOWN,5, 
4,PC_NOTE_UP,5, 
4,PC_NOTE_DOWN,5, 
4,PC_NOTE_UP,5,
4,PC_NOTE_DOWN,5, 
4,PC_NOTE_UP,5,
1,PC_NOTE_CUT,0,
0,PATCH_END 
};

Back-to-Back

const char back_to_back[] PROGMEM ={	
0,PC_ENV_VOL,0,

4,PC_WAVE,4,
0,PC_ENV_VOL,0xff,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,60, 
0,PC_ENV_SPEED,-5,
1,PC_PITCH,80,
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_CUT,0,
0,PATCH_END 
};

Jewel shatter

const char patch04[] PROGMEM ={//Ruby Crush
0,PC_NOISE_PARAMS,1,
0,PC_ENV_VOL,0xa0,
0,PC_ENV_SPEED,-25, 
1,PC_ENV_SPEED,-15,
0,PC_NOISE_PARAMS,1,
0,PATCH_END
};

Error oop const char patch05[] PROGMEM ={//Ruby Crush 0,PC_WAVE,0, 0,PC_PITCH,38, 0,PC_ENV_SPEED,-30, 0,PATCH_END };

Select bip const char patch06[] PROGMEM ={//Ruby Crush 0,PC_WAVE,0, 0,PC_PITCH,64, 0,PC_ENV_SPEED,-40, 0,PATCH_END };

Ate an item

const char patch03[] PROGMEM ={//Uze Snakes
0,PC_NOISE_PARAMS,5,
0,PC_ENV_SPEED,-30, 
25,PC_NOISE_PARAMS,3,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Speed Increased

const char patch04[] PROGMEM ={//Uze Snakes
0,PC_NOISE_PARAMS,0,
0,PC_ENV_SPEED,-30, 
15,PC_NOISE_PARAMS,3,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Finished

const char patch05[] PROGMEM ={//Uze Snakes
0,PC_NOISE_PARAMS,0,
0,PC_ENV_SPEED,-5, 
150,PC_NOISE_PARAMS,3,
2,PC_NOTE_CUT,0,		 
0,PATCH_END
};

Voice

const char patch02[] PROGMEM ={//Uze Feud
0,PC_WAVE,8,
0,PC_PITCH,60,
0,PC_ENV_SPEED,-100,   
0,PATCH_END  
};

Clap

const char patch03[] PROGMEM ={//Uze Feud
0,PC_WAVE,6,
0,PC_PITCH,57,
0,PC_ENV_SPEED,-50,   
0,PATCH_END  
};
const char fx_mushroom[] PROGMEM ={//Uzepede
0,PC_WAVE,4,
0,PC_NOTE_DOWN,36,
2,PC_NOTE_CUT,0,
0,PATCH_END
};
const char fx_start[] PROGMEM ={//Uzepede
0,PC_WAVE,8,
0,PC_ENV_SPEED,-2,
8,PC_NOTE_DOWN,12,
8,PC_NOTE_UP,12,
8,PC_NOTE_DOWN,12,
8,PC_NOTE_UP,12,
8,PC_NOTE_DOWN,12,
8,PC_NOTE_UP,12,
8,PC_NOTE_DOWN,12,
8,PC_NOTE_UP,12,
8,PC_NOTE_DOWN,12,
8,PC_NOTE_UP,12,
8,PC_NOTE_DOWN,12,
8,PC_NOTE_UP,12,
8,PC_NOTE_DOWN,12,
8,PC_NOTE_UP,12,
0,PATCH_END
};
const char fx_wormhead[] PROGMEM ={//Uzepede
0,PC_NOISE_PARAMS,1,
0,PC_ENV_VOL,0,
0,PC_ENV_SPEED,8,
32,PC_NOTE_CUT,0,
0,PATCH_END
};
const char fx_wormbody[] PROGMEM ={//Uzepede
0,PC_NOISE_PARAMS,1,
0,PC_ENV_SPEED,-32,
0,PATCH_END
};
const char fx_spider_fall[] PROGMEM ={//Uzepede
0,PC_WAVE,4,
0,PC_NOTE_UP,24,
0,PC_SLIDE_SPEED,64,
0,PC_SLIDE,-24,
0,PC_ENV_SPEED,-4,
0,PATCH_END
};
const char fx_spider[] PROGMEM ={//Uzepede
0,PC_NOISE_PARAMS,1,
0,PC_ENV_VOL,0,
0,PC_ENV_SPEED,64,
4,PC_ENV_SPEED,-8,
0,PATCH_END
};

DOUBLE OMG

const char patch20[] PROGMEM ={//Zombienator	
0,PC_ENV_VOL,0,
4,PC_WAVE,4,
0,PC_ENV_VOL,0xff,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,40, 
0,PC_ENV_SPEED,-5,
1,PC_PITCH,55,
3,PC_NOTE_UP,10, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,10, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,10, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,10, 
3,PC_NOTE_CUT,0,
0,PATCH_END 
};

TRIPLE WTF

const char patch21[] PROGMEM ={//Zombienator	
0,PC_ENV_VOL,0,
4,PC_WAVE,4,
0,PC_ENV_VOL,0xff,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,40, 
0,PC_ENV_SPEED,-5,
1,PC_PITCH,75,
4,PC_NOTE_UP,10, 
4,PC_NOTE_DOWN,5, 
4,PC_NOTE_UP,10, 
4,PC_NOTE_DOWN,10, 
4,PC_NOTE_UP,5, 
4,PC_NOTE_DOWN,10, 
4,PC_NOTE_UP,5,  
4,PC_NOTE_CUT,0,
0,PATCH_END 
};

INSANE BBQ!

const char patch22[] PROGMEM ={//Zombienator	
0,PC_ENV_VOL,0,
4,PC_WAVE,4,
0,PC_ENV_VOL,0xff,
0,PC_TREMOLO_LEVEL,0x90,     
0,PC_TREMOLO_RATE,40, 
0,PC_ENV_SPEED,-5,
1,PC_PITCH,90,
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5,  
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
3,PC_NOTE_DOWN,5, 
3,PC_NOTE_UP,5, 
6,PC_NOTE_CUT,0,
0,PATCH_END 
};

OUCH YOU ATE MY BRAINS

const char patch23[] PROGMEM ={//Zombienator	
0,PC_WAVE,1,
0,PC_ENV_VOL,0xff,
0,PC_ENV_SPEED,-5,
0,PC_PITCH,60,
1,PC_NOTE_DOWN,1, 
1,PC_NOTE_DOWN,1, 
1,PC_NOTE_DOWN,1, 
1,PC_NOTE_DOWN,1,  
1,PC_NOTE_DOWN,1,
1,PC_NOTE_DOWN,1, 
1,PC_NOTE_DOWN,1, 
1,PC_NOTE_DOWN,1, 
1,PC_NOTE_DOWN,1,  
1,PC_NOTE_DOWN,1,  
3,PC_NOTE_CUT,0,
0,PATCH_END 
};