mvbg

VM_SFX_PLAY

VM_SFX_PLAY is a GBVM instruction used to play a sound effect (SFX) asset from a specified memory bank and address, with options for muting specific audio channels and setting playback priority.

Purpose: Sound effects are crucial for providing immediate audio feedback to player actions, game events, and environmental interactions. VM_SFX_PLAY is essential for:

When VM_SFX_PLAY is called, the Game Boy’s audio hardware attempts to play the specified sound effect. The MASK parameter allows you to control which audio channels the SFX will use, and the PRIO parameter determines if it can interrupt or be interrupted by other sound effects.

Syntax:

VM_SFX_PLAY BANK, ADDR, MASK, PRIO

Usage Example: Playing a Sword Swing SFX with Priority

Imagine your player character has a sword attack. You want a distinct sword swing sound effect to play when the attack button is pressed. This SFX should have a normal priority.

; In your player attack script:

; Define sound effect data (these would be in your assets)
SFX_SWORD_SWING_BANK:
  .R_INT8 BANK(SFX_SWORD_SWING)
SFX_SWORD_SWING:
  ; ... raw sound effect data for sword swing ...

; SFX priority constants
.SFX_PRIORITY_NORMAL:
  .R_INT8 1 ; Example value for normal priority

; Mute mask for SFX (e.g., play on Channel 1 and 2, 0b1100)
SFX_CHANNELS_MASK:
  .R_INT8 0b1100

PLAYER_ATTACK_ROUTINE:
  ; Play the sword swing sound effect
  VM_SFX_PLAY SFX_SWORD_SWING_BANK, SFX_SWORD_SWING, SFX_CHANNELS_MASK, .SFX_PRIORITY_NORMAL

  ; ... player attack animation and damage logic ...

  VM_RET

; Example of a high priority SFX (e.g., for taking damage)
PLAYER_TAKES_DAMAGE:
  VM_SFX_PLAY SFX_PLAYER_HIT_BANK, SFX_PLAYER_HIT, 0b1111, .SFX_PRIORITY_HIGH
  ; ... damage logic ...
  VM_RET

SFX_PLAYER_HIT_BANK:
  .R_INT8 BANK(SFX_PLAYER_HIT)
SFX_PLAYER_HIT:
  ; ... raw sound effect data for player hit ...

In this example, VM_SFX_PLAY is used to play the SFX_SWORD_SWING. The SFX_CHANNELS_MASK ensures it plays on specific channels, and .SFX_PRIORITY_NORMAL means it can be interrupted by higher priority sounds (like SFX_PLAYER_HIT). This allows for a rich and layered soundscape, where important sounds are always audible.

Analogy to Game Boy Development: This is a direct interface with the Game Boy’s APU (Audio Processing Unit) registers. In modern game development, it’s analogous to calling an audio manager function to play a one-shot sound effect:

It provides the core functionality for adding dynamic and responsive sound effects to your Game Boy game, enhancing player feedback and immersion.