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Sound: MakeSounds

[NES version, Bank 6]

Name: MakeSounds [Show more] Type: Subroutine Category: Sound Summary: Make the current sounds (music and sound effects) Deep dive: Sound effects in NES Elite Music in NES Elite
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * MakeSounds_b6 calls MakeSounds * MakeSoundsS calls MakeSounds
.MakeSounds JSR MakeMusic ; Calculate the current music on the SQ1, SQ2, TRI and ; NOISE channels JSR MakeSound ; Calculate the current sound effects on the SQ1, SQ2 ; and NOISE channels LDA enableSound ; If enableSound = 0 then sound is disabled, so jump to BEQ maks3 ; maks3 to return from the subroutine LDA effectOnSQ1 ; If effectOnSQ1 is non-zero then a sound effect is BNE maks1 ; being made on channel SQ1, so jump to maks1 to skip ; writing the music data to the APU (so sound effects ; take precedence over music) LDA sq1Volume ; Send sq1Volume to the APU via SQ1_VOL STA SQ1_VOL LDA sq1Sweep ; If sq1Sweep is non-zero then there is a sweep unit in BNE maks1 ; play on channel SQ1, so jump to maks1 to skip the ; following as the sweep will take care of the pitch LDA sq1Lo ; Otherwise send sq1Lo to the APU via SQ1_LO to set the STA SQ1_LO ; pitch on channel SQ1 .maks1 LDA effectOnSQ2 ; If effectOnSQ2 is non-zero then a sound effect is BNE maks2 ; being made on channel SQ2, so jump to maks2 to skip ; writing the music data to the APU (so sound effects ; take precedence over music) LDA sq2Volume ; Send sq2Volume to the APU via SQ2_VOL STA SQ2_VOL LDA sq2Sweep ; If sq2Sweep is non-zero then there is a sweep unit in BNE maks2 ; play on channel SQ2, so jump to maks2 to skip the ; following as the sweep will take care of the pitch LDA sq2Lo ; Otherwise send sq2Lo to the APU via SQ2_LO to set the STA SQ2_LO ; pitch on channel SQ2 .maks2 LDA triLo ; Send triLo to the APU via TRI_LO STA TRI_LO LDA effectOnNOISE ; If effectOnNOISE is non-zero then a sound effect is BNE maks3 ; being made on channel NOISE, so jump to maks3 to skip ; writing the music data to the APU (so sound effects ; take precedence over music) LDA noiseVolume ; Send noiseVolume to the APU via NOISE_VOL STA NOISE_VOL LDA noiseLo ; Send noiseLo to the APU via NOISE_LO STA NOISE_LO .maks3 RTS ; Return from the subroutine