SFXATKSFXFRCH Name: SFXSUS [Show more] Type: Variable Category: Sound Summary: The release length and sustain volume (SID+$6) for each sound effect Context: See this variable in context in the source code References: This variable is used as follows: * NOISE uses SFXSUS The release length and sustain volume are set in this table as follows: * Bits 0-3 = release length * Bits 4-7 = sustain volume .SFXSUS EQUB $D1 ; Sound 0 = sfxplas = Pulse lasers fired by us EQUB $F1 ; Sound 1 = sfxelas = Being hit by lasers 1 EQUB $E5 ; Sound 2 = sfxhit = Other ship exploding EQUB $FB ; Sound 3 = sfxexpl = We died / Collision EQUB $DC ; Sound 4 = sfxwhosh = Missile launched / Ship launch EQUB $F0 ; Sound 5 = sfxbeep = Short, high beep EQUB $F3 ; Sound 6 = sfxboop = Long, low beep EQUB $D8 ; Sound 7 = sfxhyp1 = Hyperspace drive engaged 1 EQUB $00 ; Sound 8 = sfxeng = This sound is not used EQUB $E1 ; Sound 9 = sfxecm = E.C.M. on EQUB $E1 ; Sound 10 = sfxblas = Beam lasers fired by us EQUB $F1 ; Sound 11 = sfxalas = Military lasers fired by us EQUB $F4 ; Sound 12 = sfxmlas = Mining lasers fired by us EQUB $E3 ; Sound 13 = sfxbomb = Energy bomb EQUB $B0 ; Sound 14 = sfxtrib = Trumbles dying EQUB $A1 ; Sound 15 = sfxelas2 = Being hit by lasers 2 SFXATKSFXFRCH