Sound Patches and Effects
From Uzebox
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:[1]
Contents |
[edit] Instruments
[edit] 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
};
[edit] 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
};
[edit] 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
};
[edit] Sound Effects
[edit] 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
};
[edit] Pickups/Bonus
Grab gold
const char GrabGold[] PROGMEM ={//Loderunner
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
};
[edit] 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
};
[edit] 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
};
[edit] 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
};
[edit] 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
};
[edit] 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
};
[edit] 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
};
[edit] 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
};
[edit] 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
};
[edit] 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
};