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SoundSystemNotes.inc
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SoundSystemNotes.inc
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IF !DEF(SOUNDSYSTEMNOTES_INC)
SOUNDSYSTEMNOTES_INC = 1
;===============================
; Usage
;===============================
; SoundSystem supports 6 full octaves worth of note frequencies. The GameBoy
; can actually output more than that, but supporting those would create
; incomplete octaves, so it's generally not useful.
;
; Use these values when calling SFX_Play, but including this file in your
; project is optional.
RSRESET
; octave 2
C_2 RB 1
Db2 RB 0
C#2 RB 1
D_2 RB 1
Eb2 RB 0
D#2 RB 1
E_2 RB 1
F_2 RB 1
Gb2 RB 0
F#2 RB 1
G_2 RB 1
Ab2 RB 0
G#2 RB 1
A_2 RB 1
Bb2 RB 0
A#2 RB 1
B_2 RB 1
; octave 3
C_3 RB 1
Db3 RB 0
C#3 RB 1
D_3 RB 1
Eb3 RB 0
D#3 RB 1
E_3 RB 1
F_3 RB 1
Gb3 RB 0
F#3 RB 1
G_3 RB 1
Ab3 RB 0
G#3 RB 1
A_3 RB 1
Bb3 RB 0
A#3 RB 1
B_3 RB 1
; octave 4
MID_C RB 0 ; Middle C
C_4 RB 1
Db4 RB 0
C#4 RB 1
D_4 RB 1
Eb4 RB 0
D#4 RB 1
E_4 RB 1
F_4 RB 1
Gb4 RB 0
F#4 RB 1
G_4 RB 1
Ab4 RB 0
G#4 RB 1
A_4 RB 1
Bb4 RB 0
A#4 RB 1
B_4 RB 1
; octave 5
C_5 RB 1
Db5 RB 0
C#5 RB 1
D_5 RB 1
Eb5 RB 0
D#5 RB 1
E_5 RB 1
F_5 RB 1
Gb5 RB 0
F#5 RB 1
G_5 RB 1
Ab5 RB 0
G#5 RB 1
A_5 RB 1
Bb5 RB 0
A#5 RB 1
B_5 RB 1
; octave 6
C_6 RB 1
Db6 RB 0
C#6 RB 1
D_6 RB 1
Eb6 RB 0
D#6 RB 1
E_6 RB 1
F_6 RB 1
Gb6 RB 0
F#6 RB 1
G_6 RB 1
Ab6 RB 0
G#6 RB 1
A_6 RB 1
Bb6 RB 0
A#6 RB 1
B_6 RB 1
; octave 7
C_7 RB 1
Db7 RB 0
C#7 RB 1
D_7 RB 1
Eb7 RB 0
D#7 RB 1
E_7 RB 1
F_7 RB 1
Gb7 RB 0
F#7 RB 1
G_7 RB 1
Ab7 RB 0
G#7 RB 1
A_7 RB 1
Bb7 RB 0
A#7 RB 1
B_7 RB 1
NUM_NOTES RB 0
; sanity checks
ASSERT Db2 == C#2
ASSERT MID_C == C_4
ASSERT NUM_NOTES == 72 ; 6 octaves, 12 notes each
ENDC ; SOUNDSYSTEMNOTES_INC