pokered/audio/poke_flute.asm

18 lines
452 B
NASM

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