// Per-frame pitch envelope on a pulse SFX. The user authors the // `pitch:` array as one byte per frame (matching the per-frame // `volume:` array) and the runtime audio tick walks both pointers // in lockstep, writing pitch to `$4002` and volume to `$4000` on // every NMI. The result is a frequency-sweeping "siren" tone — the // classic latch-once pulse SFX driver couldn't model this at all. // // Per-frame pitch is opt-in: if the `pitch:` array has a single // value (or repeats one byte) the compiler emits the byte-identical // pre-pitch-envelope sequence and no extra blob, so existing // programs that just want a static pitch keep working unchanged. // See `runtime/gen_audio_tick` for the gated extension. // // Build: cargo run -- build examples/sfx_pitch_envelope.ne game "SFX Pitch Envelope" { mapper: NROM } // 16-frame pitch sweep from $40 down to $20 paired with a slow // volume ramp. Both arrays are the same length so the runtime's // lockstep walker handles the simplest possible case. sfx Siren { duty: 2 pitch: [0x40, 0x3D, 0x3A, 0x37, 0x34, 0x31, 0x2E, 0x2B, 0x28, 0x26, 0x24, 0x22, 0x21, 0x20, 0x20, 0x20] volume: [15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0] } var tick: u8 = 0 on frame { // Re-trigger the sfx every 60 frames so the siren restarts // whenever the previous pass mutes itself, giving the // emulator harness a stable pattern to capture. tick += 1 if tick == 60 { tick = 0 play Siren } } start Main