Elite on the BBC Micro

# Sound: EXNO [Elite-A, Flight]

```       Name: EXNO                                                    [Show more]
Type: Subroutine
Category: Sound
Summary: Make the sound of a laser strike or ship explosion
Context: See this subroutine in context in the source code
References: This subroutine is called as follows:
* Main flight loop (Part 11 of 16) calls EXNO
* EXNO3 calls entry point n_sound10
* EXNO2 calls entry point EXNO-2

Make the two-part explosion sound of us making a laser strike, or of another
ship exploding.

The volume of the first explosion is affected by the distance of the ship
being hit, with more distant ships being quieter. The value in X also affects
the volume of the first explosion, with a higher X giving a quieter sound
(so X can be used to differentiate a laser strike from an explosion).

Arguments:

X                    The larger the value of X, the fainter the explosion.
Allowed values are:

* 7  = explosion is louder (i.e. the ship has just
exploded)

* 15 = explosion is quieter (i.e. this is just a laser
strike)

Other entry points:

EXNO-2               Set X = 7 and fall through into EXNO to make the sound
of a ship exploding

n_sound10            Make the first part of the death sound, or the second
part of the explosion sound

.EXNO

STX T                  \ Store the distance in T

LDA #24                \ Set A = 24 to denote the sound of us making a hit or
JSR NOS1               \ kill (part 1 of the explosion), and call NOS1 to set
\ up the sound block in XX16

LDA INWK+7             \ Fetch z_hi, the distance of the ship being hit in
LSR A                  \ terms of the z-axis (in and out of the screen), and
LSR A                  \ divide by 4. If z_hi has either bit 6 or 7 set then
\ that ship is too far away to be shown on the scanner
\ (as per the SCAN routine), so we know the maximum
\ z_hi at this point is %00111111, and shifting z_hi
\ to the right twice gives us a maximum value of
\ %00001111

AND T                  \ This reduces A to a maximum of X; X can be either
\ 7 = %0111 or 15 = %1111, so AND'ing with 15 will
\ not affect A, while AND'ing with 7 will clear bit
\ 3, reducing the maximum value in A to 7

ORA #%11110001         \ The SOUND statement's amplitude ranges from 0 (for no
\ sound) to -15 (full volume), so we can set bits 0 and
\ 4-7 in A, and keep bits 1-3 from the above to get
\ a value between -15 (%11110001) and -1 (%11111111),
\ with lower values of z_hi and argument X leading
\ to a more negative, or quieter number (so the closer
\ the ship, i.e. the smaller the value of X, the louder
\ the sound)

STA XX16+2             \ The amplitude byte of the sound block in XX16 is in
\ byte #3 (where it's the low byte of the amplitude), so
\ this sets the amplitude to the value in A

JSR NO3                \ Make the sound from our updated sound block in XX16

\ --- Mod: Code added for Elite-A: -------------------->

.n_sound10

\ --- End of added code ------------------------------->

LDA #16                \ Set A = 16 to denote we have made a hit or kill
\ (part 2 of the explosion), and fall through into NOISE
\ to make the sound
```