pokecrystal-board/audio/music/lookofficer.asm

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Music_LookOfficer:
channel_count 3
channel 1, Music_LookOfficer_Ch1
channel 2, Music_LookOfficer_Ch2
channel 3, Music_LookOfficer_Ch3
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Music_LookOfficer_Ch1:
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tempo 116
volume 7, 7
pitch_offset 1
vibrato 18, 3, 4
stereo_panning FALSE, TRUE
duty_cycle 3
note_type 12, 10, 7
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octave 4
note C#, 1
note D_, 1
note D#, 1
note E_, 1
note F_, 12
volume_envelope 2, -7
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octave 3
note B_, 16
.mainloop:
volume_envelope 8, 2
rest 4
note B_, 6
note G#, 4
note B_, 6
note B_, 6
note G#, 4
note B_, 2
volume_envelope 2, -7
note A#, 16
note A_, 16
sound_loop 0, .mainloop
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Music_LookOfficer_Ch2:
vibrato 18, 3, 4
duty_cycle 3
note_type 12, 11, 7
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octave 5
note D#, 1
note D_, 1
note C#, 1
note C_, 1
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octave 4
note B_, 12
duty_cycle 3
volume_envelope 10, 2
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octave 1
note B_, 4
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octave 2
note A_, 2
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octave 1
note B_, 4
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octave 2
note F_, 2
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octave 1
note B_, 2
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octave 2
note D#, 2
.mainloop:
.loop1:
note E_, 2
note G#, 2
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octave 3
note E_, 2
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octave 2
note E_, 2
note G#, 2
note B_, 2
note E_, 2
note G#, 2
sound_loop 2, .loop1
transpose 0, 1
sound_call .sub1
transpose 0, 0
sound_call .sub1
sound_loop 0, .mainloop
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.sub1:
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octave 1
note A_, 2
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octave 2
note C#, 2
note A_, 2
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octave 1
note A_, 2
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octave 2
note C#, 2
note E_, 2
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octave 1
note A_, 2
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octave 2
note C#, 2
sound_ret
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Music_LookOfficer_Ch3:
vibrato 20, 1, 4
stereo_panning TRUE, FALSE
note_type 12, 1, 4
rest 10
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octave 3
note B_, 2
rest 2
note B_, 2
volume_envelope 1, 2
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octave 5
note D#, 2
rest 1
note F_, 2
rest 1
note A_, 2
note B_, 2
rest 1
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octave 6
note C#, 2
rest 1
note D#, 2
.mainloop:
note E_, 6
note D#, 6
note C#, 4
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octave 5
note B_, 2
note A_, 2
note G#, 2
note F#, 2
note G#, 2
note A_, 2
note B_, 2
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octave 6
note C#, 2
note F_, 8
note D_, 8
note E_, 8
note C#, 8
sound_loop 0, .mainloop