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astro_sound.asm
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astro_sound.asm
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//////////////////////////////////////////////////////////////////////////////
// astro_sound.asm
// Copyright(c) 2021 Neal Smith.
// License: MIT. See LICENSE file in root directory.
//////////////////////////////////////////////////////////////////////////////
// sound routines for astroblast project.
// Anything with Private in the name shouldn't be used outside of this file
//////////////////////////////////////////////////////////////////////////////
#importonce
//////////////////////////////////////////////////////////////
#import "../nv_c64_util/nv_c64_util_macs_and_data.asm"
*=$8000 "astro sound"
SoundLoadAddr:
.import binary "sounds/astro_sound.bin"
///////////////////////
// sound effects
// higher memory addresses for an effect are higher priority
// lower addresses effects don't interupt higher address effects
SoundFxShip1HitAsteroidPrivate:
SoundFxShip2HitAsteroidPrivate:
.import binary "sounds/ship_hit_asteroid_sound_fx.bin"
//SoundFxShip2HitAsteroid:
//.import binary "ship_hit_asteroid_sound_fx.bin"
SoundFxTurretFirePrivate:
.import binary "sounds/turret_fire_sound_fx.bin"
SoundFxShipHitByTurretPrivate:
.import binary "sounds/ship_hit_by_turret_sound_fx.bin"
SoundFxHolePrivate:
.import binary "sounds/hole_sound_fx.bin"
SoundFxSilencePrivate:
.import binary "sounds/silent_sound_fx.bin"
sound_master_volume: .byte 7
sound_mute: .byte 0
.const MAX_VOLUME = $0F
.const MIN_VOLUME = $00
#import "astro_sound_macs.asm"
//////////////////////////////////////////////////////////////
// Subroutine to initialize Sound.
// to call
// LDA #0 (for song zero)
// JSR SoundInit
.label PrivateSoundInit = SoundLoadAddr
//////////////////////////////////////////////////////////////
// Subroutine to call every raster interupt to step the sound.
// To call:
// JSR PrivateSoundStep
.label PrivateSoundStep = SoundLoadAddr + 3
//////////////////////////////////////////////////////////////
// to play sound fx:
//LDA #<effect ;Start address of sound effect data
// LDY #>effect
// LDX #channel ;0, 7 or 14 for channels 1-3
// JSR startaddress+6
.label PrivateSoundPlayFx = SoundLoadAddr + 6
//////////////////////////////////////////////////////////////
// subroutine to set the volume
// LDA volume (0-15)
// JSR startaddress + 9
.label PrivateSoundVolumeSet = SoundLoadAddr + 9
//////////////////////////////////////////////////////////////
// Public subroutines and macros below
// the private routines above should be used internally
// to this file only.
//////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////
// Subroutine to initialize Sound for song 0
// to call
// JSR SoundInit
SoundInit:
//lda #$00
jsr PrivateSoundInit
rts
//////////////////////////////////////////////////////////////
// Subroutine to call when done playing sounds
// JSR SoundDone
SoundDone:
lda #ASTRO_SOUND_MAIN_TUNE
jsr PrivateSoundInit
rts
//////////////////////////////////////////////////////////////
// To turn volume Up
// JSR VolumeUp
SoundVolumeUp:
lda sound_master_volume
cmp #MAX_VOLUME
beq AtMaxVol
inc sound_master_volume
lda sound_master_volume
jsr PrivateSoundVolumeSet
AtMaxVol:
rts
//////////////////////////////////////////////////////////////
// To turn volume down
// JSR VolumeDown
SoundVolumeDown:
lda sound_master_volume
cmp #MIN_VOLUME
beq AtMinVol
dec sound_master_volume
lda sound_master_volume
jsr PrivateSoundVolumeSet
AtMinVol:
rts
//////////////////////////////////////////////////////////////
// To turn volume down
// LDA #vol (0-15 level of vol to set)
// JSR VolumeDown
SoundVolumeSet:
and #$0F
sta sound_master_volume
jsr PrivateSoundVolumeSet
rts
//////////////////////////////////////////////////////////////
// subroutine to set mute on
// JSR SoundMuteOn
SoundMuteOn:
lda #$01
sta sound_mute
lda #$00
jsr PrivateSoundVolumeSet
SoundDoStep() // step sound once to apply volume
rts
//////////////////////////////////////////////////////////////
// subroutine to set mute off
// JSR SoundMuteOff
SoundMuteOff:
lda #$00
sta sound_mute
lda sound_master_volume
jsr PrivateSoundVolumeSet
SoundDoStep() // step sound once to apply volume
rts
//////////////////////////////////////////////////////////////
// subroutine to toggle mute
// JSR SoundMuteOff
SoundMuteToggle:
lda sound_mute
beq MuteCurrentlyOff
MuteCurrentlyOn:
jsr SoundMuteOff
rts
MuteCurrentlyOff:
jsr SoundMuteOn
rts
////////////////////////////////////////////////////////////////
// Call once every raster interupt to play sounds
.macro SoundDoStep()
{
jsr PrivateSoundStep
}
//////////////////////////////////////////////////////////////////////////////
// play a sound effect
// Before calling the private sound effect routine we'll need to
// LDA #<effect ;Start address of sound effect data
// LDY #>effect
// LDX #channel ;0, 7 or 14 for channels 1-3
// JSR startaddress+6
SoundPlayShip1AsteroidFX:
lda #<SoundFxShip1HitAsteroidPrivate
ldy #>SoundFxShip1HitAsteroidPrivate
ldx #14
jsr PrivateSoundPlayFx
rts
//////////////////////////////////////////////////////////////////////////////
// play a sound effect
// Before calling the private sound effect routine we'll need to:
// LDA #<effect ;Start address of sound effect data
// LDY #>effect
// LDX #channel ;0, 7 or 14 for channels 1-3
// JSR startaddress+6
SoundPlayShip2AsteroidFX:
lda #<SoundFxShip2HitAsteroidPrivate
ldy #>SoundFxShip2HitAsteroidPrivate
ldx #14
jsr PrivateSoundPlayFx
rts
//////////////////////////////////////////////////////////////////////////////
// play turret firing sound effect
// Before calling the private sound effect routine we'll need to:
// LDA #<effect ;Start address of sound effect data
// LDY #>effect
// LDX #channel ;0, 7 or 14 for channels 1-3
// JSR startaddress+6
SoundPlayTurretFireFX:
lda #<SoundFxTurretFirePrivate
ldy #>SoundFxTurretFirePrivate
ldx #14
jsr PrivateSoundPlayFx
rts
//////////////////////////////////////////////////////////////////////////////
// play turret firing sound effect
// Before calling the private sound effect routine we'll need to:
// LDA #<effect ;Start address of sound effect data
// LDY #>effect
// LDX #channel ;0, 7 or 14 for channels 1-3
// JSR startaddress+6
SoundPlayShipHitByTurretFX:
lda #<SoundFxShipHitByTurretPrivate
ldy #>SoundFxShipHitByTurretPrivate
ldx #14
jsr PrivateSoundPlayFx
rts
//////////////////////////////////////////////////////////////////////////////
// play turret firing sound effect
// Before calling the private sound effect routine we'll need to:
// LDA #<effect ;Start address of sound effect data
// LDY #>effect
// LDX #channel ;0, 7 or 14 for channels 1-3
// JSR startaddress+6
SoundPlayHoleFX:
lda #<SoundFxHolePrivate
ldy #>SoundFxHolePrivate
//lda #<SoundFxTurretFirePrivate
//ldy #>SoundFxTurretFirePrivate
ldx #14
jsr PrivateSoundPlayFx
rts
//////////////////////////////////////////////////////////////////////////////
// Stops all the effect sounds
// Before calling the private sound effect routine we'll need to:
// LDA #<effect ;Start address of sound effect data
// LDY #>effect
// LDX #channel ;0, 7 or 14 for channels 1-3
// JSR startaddress+6
SoundPlaySilenceFX:
{
lda #<SoundFxSilencePrivate
ldy #>SoundFxSilencePrivate
ldx #14
jsr PrivateSoundPlayFx
Done:
rts
}