mirror of https://github.com/pret/pokecrystal.git
291 lines
10 KiB
Markdown
291 lines
10 KiB
Markdown
# Music Commands
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Defined in [macros/scripts/audio.asm](https://github.com/pret/pokecrystal/blob/master/macros/scripts/audio.asm) and [audio/engine.asm:MusicCommands](https://github.com/pret/pokecrystal/blob/master/audio/engine.asm).
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Note: Commands that are intended for the song channels (1-4) can be used by the sound effect channels (5-8) if the sound effect channel exits sound effect mode with the `toggle_sfx` command.
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## <code>channel_count <i>n</i></code>
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Used at the start of each sound header to specify how many channels are used in the sound.
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`n`: Number of channels [`1`, `4`]
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## <code>channel <i>index</i>, <i>address</i></code>
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Used for each channel in a sound header.
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`index`: Channel number [`1`, `8`]
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`address`: Pointer to the sound data
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## <code>note <i>pitch</i>, <i>length</i></code>
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Play a basic note. Used by channels 1-3.
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`pitch`: Pitch of note (see [constants/audio_constants.asm](https://github.com/pret/pokecrystal/blob/master/constants/audio_constants.asm))
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`length`: Length of note in "ticks" [`1`, `16`]. The exact duration of a tick is dependant on the current "speed" (see `note_type` and `drum_speed`) and the current "tempo" (see `tempo`).
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## <code>drum_note <i>instrument</i>, <i>length</i></code>
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Play a predefined drum note. Used by channel 4.
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`instrument`: Instrument ID [`1`, `12`] (see `toggle_noise`)
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`length`: Length of note [`1`, `16`]
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## <code>rest <i>length</i></code>
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Basic rest. Used by channels 1-4.
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`length`: Length of rest [`1`, `16`]
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## <code>square_note <i>length</i>, <i>volume</i>, <i>fade</i>, <i>frequency</i></code>
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Sound effect square note. Used by channels 5-7.
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`length`: Length of note [`0`, `255`]
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`volume`: Initial volume [`0`, `15`]
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`fade`: Volume fade [`-7`, `7`]
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`frequency`: Note frequency [`0`, `65535`]
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## <code>noise_note <i>length</i>, <i>volume</i>, <i>fade</i>, <i>frequency</i></code>
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Sound effect noise note. Used by channel 8.
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`length`: Length of note [`0`, `255`]
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`volume`: Initial volume [`0`, `15`]
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`fade`: Volume fade [`-7`, `7`]
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`frequency`: Note frequency [`0`, `255`]
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## `$D0`−`$D7`: <code>octave <i>n</i></code>
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Set the octave for the notes played on the current channel. Used by channels 1-3.
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`n`: New octave [`1`, `8`]
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## `$D8`: <code>note_type <i>length</i>, <i>volume</i>, <i>fade/wave_instrument</i></code>
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Set persistent note properties. Used by channels 1-3.
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`length`: Base note length [`1`, `15`] (`12` is often used for 4/4 common time because `12` is factorable by both `3` and `4`. Therefore it works very well for quarter notes, eighth notes, sixteenth notes, and triplets.)
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`volume`: Initial volume [`0`, `15`] for channels 1-2, [`0`, `3`] for channel 3 (see `volume_envelope`)
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`fade`: Volume fade [`-7`, `7`] (applies to channels 1-2)
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`wave_instrument`: Wave instrument ID (applies to channel 3) (see [audio/wave_samples.asm](https://github.com/pret/pokecrystal/blob/master/audio/wave_samples.asm))
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## `$D8`: <code>drum_speed <i>length</i></code>
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Set persistent note properties. Used by channel 4.
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`length`: Base note length [`1`, `15`] (use `12` for common time)
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## `$D9`: <code>transpose <i>num_octaves</i>, <i>num_pitches</i></code>
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Transpose all notes played on the current channel. Used by channels 1-3.
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`num_octaves`: Number of octaves to subtract from each note
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`num_pitches`: Number of pitches to add to each note
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## `$DA`: <code>tempo <i>tempo</i></code>
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Set the tempo for all playing channels. This should only be used by channel 1.
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The formula to convert from this tempo to BPM is: BPM = 19200 / `tempo`
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This formula also works backwards to convert BPM to tempo: `tempo` = 19200 / BPM
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Only set or change this value when all playing channels are triggering a note or rest at the same time, otherwise desyncs may happen.
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## `$DB`: <code>duty_cycle <i>duty_cycle</i></code>
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Set the square duty (sound) for the current channel. Used by channels 1-2.
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The only accepted values are 0-3.
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- 0 = 12.5% waveform: `_______¯`
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- 1 = 25% waveform: `______¯¯`
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- 2 = 50% waveform: `____¯¯¯¯`
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- 3 = 75% waveform: `__¯¯¯¯¯¯` (sounds the same as 25%)
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To change the sound for channel 3, use `note_type` or `volume_envelope`.
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## `$DC`: <code>volume_envelope <i>volume</i>, <i>fade/wave_instrument</i></code>
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Set the volume envelope for the current channel. Used by channels 1-3.
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`volume`: Initial volume [`0`, `15`] for channels 1-2, [`0`, `3`] for channel 3
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`fade`: Volume fade [`-7`, `7`] (applies to channels 1-2)
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`wave_instrument`: Wave instrument ID (applies to channel 3) (see [audio/wave_samples.asm](https://github.com/pret/pokecrystal/blob/master/audio/wave_samples.asm))
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For channel 3, the only accepted `volume` values are 0-3.
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- 0 = Mute
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- 1 = 100% volume
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- 2 = 50% volume
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- 3 = 25% volume
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Note about `fade`: A positive value means a decrease in volume; a negative value means an increase in volume. A small magnitude means a quick change; a large magnitude means a slow change. It is stored in signed magnitude representation, so a value of `8` is the same as (negative) `0`.
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## `$DD`: <code>pitch_sweep <i>length</i>, <i>pitch_change</i></code>
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Set pitch sweep properties. Used by channel 5.
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`length`: Duration of effect [`0`, `15`]
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`pitch_change`: Extent of effect [`-7`, `8`] Note: `8` is used in place of `0`
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## `$DE`: <code>duty_cycle_pattern <i>a</i>, <i>b</i>, <i>c</i>, <i>d</i></code>
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Set duty cycle pattern (ie, pulse width modulation). Used by channels 5-6.
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This cycles the channel through 4 duty cycles, one per frame.
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Each argument defines a duty cycle, same as the `duty_cycle` command.
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## `$DF`: <code>toggle_sfx</code>
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Toggle between pitch-based songs and frequency-based sound effects. Can be used by any channel.
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Note: Similar to the pokered command `execute_music`, however `execute_music` can only be used on channels 5-8 and can not be disabled for the duration of the sound once it is enabled.
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## `$E0`: <code>pitch_slide <i>duration</i>, <i>octave</i>, <i>pitch</i></code>
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Bend the pitch of the next note played, and only that note. Used by channel 1.
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`duration`: Duration of the target note after slide effect
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`octave`: Target octave
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`pitch`: Target pitch (see [constants/audio_constants.asm](https://github.com/pret/pokecrystal/blob/master/constants/audio_constants.asm))
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## `$E1`: <code>vibrato <i>delay</i>, <i>extent</i>, <i>rate</i></code>
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Apply vibrato to current channel. Used by channels 1-3.
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`delay`: Delay until vibrato effect begins for each note [`0`, `255`]
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`extent`: Amplitude of vibrato [`0`, `15`]
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`rate`: Frequency of vibrato [`0`, `15`]
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## `$E2`: <code>unknownmusic0xe2 <i>unknown</i></code>
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## `$E3`: <code>toggle_noise <i>id</i></code>
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Set the "drum kit" to be used if it is currently unset. Mute the channel otherwise. Used by channel 4.
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`id`: Drum kit ID [`0`, `5`] (see [audio/drumkits.asm](https://github.com/pret/pokecrystal/blob/master/audio/drumkits.asm))
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Note: The drum kit ID is initially unset at the start of a song. When muting the channel, the `id` argument must not be present.
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## `$E4`: <code>force_stereo_panning <i>left_enable</i>, <i>right_enable</i></code>
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Set left/right stereo output for the current channel, regardless of user's stereo setting. Used by channels 1-4.
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`left_enable`: `TRUE`/`FALSE`
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`right_enable`: `TRUE`/`FALSE`
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## `$E5`: <code>volume <i>left_volume</i>, <i>right_volume</i></code>
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Set master volume for left/right speakers. Typically only used by channel 1.
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`left_volume`: Left speaker volume [`0`, `7`]
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`right_volume`: Right speaker volume [`0`, `7`]
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Note: Minimum volume, `0`, is not muted.
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## `$E6`: <code>pitch_offset <i>pitch_offset</i></code>
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Adjust the pitch of all notes on the current channel. Used by channels 1-3.
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`pitch_offset`: Frequency adjustment of each pitch
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Note: Similar to the pokered command `toggle_perfect_pitch`. `toggle_perfect_pitch` can be replaced with a combination of `pitch_offset 1` and `pitch_offset 0`.
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## `$E7`: <code>unknownmusic0xe7 <i>unknown</i></code>
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## `$E8`: <code>unknownmusic0xe8 <i>unknown</i></code>
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## `$E9`: <code>tempo_relative <i>value</i></code>
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## `$EA`: <code>restart_channel <i>address</i></code>
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## `$EB`: <code>new_song <i>id</i></code>
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## `$EC`: <code>sfx_priority_on</code>
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## `$ED`: <code>sfx_priority_off</code>
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## `$EE`: <code>unknownmusic0xee <i>address</i></code>
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## `$EF`: <code>stereo_panning <i>left_enable</i>, <i>right_enable</i></code>
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Set left/right stereo output for the current channel, if the user has stereo mode enabled. Used by channels 1-4.
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`left_enable`: `TRUE`/`FALSE`
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`right_enable`: `TRUE`/`FALSE`
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## `$F0`: <code>sfx_toggle_noise <i>id</i></code>
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Set the "drum kit" to be used if it is currently unset. Mute the channel otherwise. Used by channel 8.
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`id`: Drum kit ID [`0`, `5`] (see [audio/drumkits.asm](https://github.com/pret/pokecrystal/blob/master/audio/drumkits.asm))
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Note: The drum kit ID is initially unset at the start of a song. When muting the channel, the `id` argument must not be present.
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## `$F1`: <code>music0xf1</code>
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## `$F2`: <code>music0xf2</code>
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## `$F3`: <code>music0xf3</code>
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## `$F4`: <code>music0xf4</code>
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## `$F5`: <code>music0xf5</code>
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## `$F6`: <code>music0xf6</code>
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## `$F7`: <code>music0xf7</code>
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## `$F8`: <code>music0xf8</code>
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## `$F9`: <code>unknownmusic0xf9</code>
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## `$FA`: <code>set_condition <i>condition</i></code>
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## `$FB`: <code>sound_jump_if <i>condition</i>, <i>address</i></code>
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## `$FC`: <code>sound_jump <i>address</i></code>
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## `$FD`: <code>sound_loop <i>count</i>, <i>address</i></code>
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Execute a branch of sound commands a total of `count` times.
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`count`: Number of times to execute the loop (including the first execution) (use `0` for an infinite loop)
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`address`: Pointer to the start of the loop of sound commands
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## `$FE`: <code>sound_call <i>address</i></code>
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Execute a branch of sound commands, returning to the call point once a `sound_ret` command is reached.
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`address`: Pointer to the branch of sound commands to call
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## `$FF`: <code>sound_ret</code>
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Return to the caller (ie, `sound_call`) if in a sub branch. End the sound otherwise.
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