shithub: pokered

Download patch

ref: 5207a14af34f9b84a9e40cc1d4988a0858a4a4e6
parent: dbe2a3b1683caeab446ece53dce8d5e8b0fd0e07
author: dannye <corrnondacqb@yahoo.com>
date: Wed Jul 27 18:08:13 EDT 2016

Redo audio header macro

--- a/audio.asm
+++ b/audio.asm
@@ -477,7 +477,7 @@
 
 .asm_2138a
 	ld a, $86
-	ld [wChannelSoundIDs + CH4], a ;disable sound channel?
+	ld [wChannelSoundIDs + Ch4], a ;disable sound channel?
 	ld a, [wLowHealthAlarm]
 	and $7f ;decrement alarm timer.
 	dec a
@@ -491,7 +491,7 @@
 .disableAlarm
 	xor a
 	ld [wLowHealthAlarm], a  ;disable alarm
-	ld [wChannelSoundIDs + CH4], a  ;re-enable sound channel?
+	ld [wChannelSoundIDs + Ch4], a  ;re-enable sound channel?
 	ld de, .toneDataSilence
 	jr .playTone
 
@@ -542,7 +542,7 @@
 	ld a, SFX_CAUGHT_MON
 	call PlaySoundWaitForCurrent
 	; then immediately overwrtie the channel pointers
-	ld hl, wChannelCommandPointers + CH4 * 2
+	ld hl, wChannelCommandPointers + Ch4 * 2
 	ld de, SFX_08_PokeFlute_Ch4
 	call Audio2_OverwriteChannelPointer
 	ld de, SFX_08_PokeFlute_Ch5
--- a/audio/engine_1.asm
+++ b/audio/engine_1.asm
@@ -1,7 +1,7 @@
 ; The first of three duplicated sound engines.
 
 Audio1_UpdateMusic::
-	ld c, CH0
+	ld c, Ch0
 .loop
 	ld b, 0
 	ld hl, wChannelSoundIDs
@@ -10,7 +10,7 @@
 	and a
 	jr z, .nextChannel
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .applyAffects ; if sfx channel
 	ld a, [wMuteAudioAndPauseMusic]
 	and a
@@ -30,7 +30,7 @@
 .nextChannel
 	ld a, c
 	inc c ; inc channel number
-	cp CH7
+	cp Ch7
 	jr nz, .loop
 	ret
 
@@ -46,9 +46,9 @@
 	dec a ; otherwise, decrease the delay timer
 	ld [hl], a
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .startChecks ; if a sfx channel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -171,7 +171,7 @@
 	bit BIT_CHANNEL_CALL, [hl]
 	jr nz, .returnFromCall
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr nc, .noiseOrSfxChannel
 	jr .disableChannelOutput
 .noiseOrSfxChannel
@@ -179,7 +179,7 @@
 	ld hl, wChannelFlags2
 	add hl, bc
 	res BIT_EXECUTE_MUSIC, [hl]
-	cp CH6
+	cp Ch6
 	jr nz, .skipSfxChannel3
 ; restart hardware channel 3 (wave channel) output
 	ld a, $0
@@ -223,12 +223,12 @@
 	and [hl]
 	ld [rNR51], a
 .asm_9248
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp CRY_SFX_START
 	jr nc, .asm_9251
 	jr .skipCry
 .asm_9251
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp CRY_SFX_END
 	jr z, .skipCry
 	jr c, .cry
@@ -235,7 +235,7 @@
 	jr .skipCry
 .cry
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr z, .asm_9265
 	call Audio1_GoBackOneCommandIfCry
 	ret c
@@ -336,14 +336,14 @@
 	add hl, bc
 	ld [hl], a ; store low nibble as speed
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr z, .noiseChannel ; noise channel has 0 params
 	call Audio1_GetNextMusicByte
 	ld d, a
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .musicChannel3
-	cp CH6
+	cp Ch6
 	jr nz, .skipChannel3
 	ld hl, wSfxWaveInstrument
 	jr .channel3
@@ -477,7 +477,7 @@
 	cp $ed ; is this command a tempo?
 	jr nz, Audio1_stereopanning ; no
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
 	call Audio1_GetNextMusicByte
 	ld [wMusicTempo], a ; store first param
@@ -520,10 +520,10 @@
 	ld a, [wDisableChannelOutputWhenSfxEnds]
 	and a
 	jr nz, .skip
-	ld a, [wChannelSoundIDs + CH7]
+	ld a, [wChannelSoundIDs + Ch7]
 	ld [wDisableChannelOutputWhenSfxEnds], a
 	xor a
-	ld [wChannelSoundIDs + CH7], a
+	ld [wChannelSoundIDs + Ch7], a
 .skip
 	jp Audio1_endchannel
 
@@ -576,7 +576,7 @@
 	cp $20 ; is this command an unknownsfx0x20?
 	jr nz, Audio1_unknownsfx0x10
 	ld a, c
-	cp CH3 ; is this a noise or sfx channel?
+	cp Ch3 ; is this a noise or sfx channel?
 	jr c, Audio1_unknownsfx0x10 ; no
 	ld b, 0
 	ld hl, wChannelFlags2
@@ -606,7 +606,7 @@
 	call Audio1_GetNextMusicByte
 	ld e, a
 	ld a, c
-	cp CH7
+	cp Ch7
 	ld a, 0
 	jr z, .skip
 ; Channels 1 through 3 have 2 registers that control frequency, but the noise
@@ -626,7 +626,7 @@
 
 Audio1_unknownsfx0x10:
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr c, Audio1_note ; if not a sfx
 	ld a, d
 	cp $10 ; is this command a unknownsfx0x10?
@@ -642,7 +642,7 @@
 
 Audio1_note:
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr nz, Audio1_notelength ; if not noise channel
 	ld a, d
 	and $f0
@@ -690,7 +690,7 @@
 	ld l, b
 	call Audio1_MultiplyAdd
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
 	ld a, [wMusicTempo]
 	ld d, a
@@ -700,7 +700,7 @@
 .sfxChannel
 	ld d, $1
 	ld e, $0
-	cp CH7
+	cp Ch7
 	jr z, .skip ; if noise channel
 	call Audio1_SetSfxTempo
 	ld a, [wSfxTempo]
@@ -740,10 +740,10 @@
 	cp $c0 ; compare to rest
 	jr nz, .notRest
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .next
 ; If this isn't an SFX channel, try the corresponding SFX channel.
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -751,9 +751,9 @@
 	; fall through
 .next
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .channel3
-	cp CH6
+	cp Ch6
 	jr nz, .notChannel3
 .channel3
 	ld b, 0
@@ -789,10 +789,10 @@
 .skipPitchBend
 	push de
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel ; if sfx channel
 ; If this isn't an SFX channel, try the corresponding SFX channel.
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	ld d, 0
 	ld e, a
 	add hl, de
@@ -837,12 +837,12 @@
 	or [hl] ; set this channel's bits
 	ld d, a
 	ld a, c
-	cp CH7
+	cp Ch7
 	jr z, .noiseChannelOrNoSfx
-	cp CH4
+	cp Ch4
 	jr nc, .skip ; if sfx channel
 ; If this isn't an SFX channel, try the corresponding SFX channel.
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -872,9 +872,9 @@
 	add hl, bc
 	ld d, [hl]
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .skipDuty ; if music channel 3
-	cp CH6
+	cp Ch6
 	jr z, .skipDuty ; if sfx channel 3
 ; include duty (except on channel 3 which doesn't have it)
 	ld a, d
@@ -893,15 +893,15 @@
 
 Audio1_ApplyWavePatternAndFrequency:
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .channel3
-	cp CH6
+	cp Ch6
 	jr nz, .notChannel3
 	; fall through
 .channel3
 	push de
 	ld de, wMusicWaveInstrument
-	cp CH2
+	cp Ch2
 	jr z, .next
 	ld de, wSfxWaveInstrument
 .next
@@ -1005,7 +1005,7 @@
 
 Audio1_IsCry:
 ; Returns whether the currently playing audio is a cry in carry.
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp CRY_SFX_START
 	jr nc, .next
 	jr .no
@@ -1541,7 +1541,7 @@
 	add hl, de
 	ld [hl], a
 	ld a, e
-	cp CH4
+	cp Ch4
 	jr nz, .asm_9a2b
 	ld a, $8
 	ld [rNR10], a ; sweep off
@@ -1643,7 +1643,7 @@
 	ld a, [wSoundID]
 	ld [hl], a
 	pop af
-	cp CH3
+	cp Ch3
 	jr c, .skipSettingFlag
 	ld hl, wChannelFlags1
 	add hl, bc
@@ -1675,12 +1675,12 @@
 	jr c, .cry
 	jr .done
 .cry
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	ld [hli], a
 	ld [hli], a
 	ld [hli], a
 	ld [hl], a
-	ld hl, wChannelCommandPointers + CH6 * 2 ; sfx wave channel pointer
+	ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx wave channel pointer
 	ld de, Audio1_CryEndchannel
 	ld [hl], e
 	inc hl
--- a/audio/engine_2.asm
+++ b/audio/engine_2.asm
@@ -1,7 +1,7 @@
 ; The second of three duplicated sound engines.
 
 Audio2_UpdateMusic::
-	ld c, CH0
+	ld c, Ch0
 .loop
 	ld b, $0
 	ld hl, wChannelSoundIDs
@@ -10,7 +10,7 @@
 	and a
 	jr z, .nextChannel
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .applyAffects ; if sfx channel
 	ld a, [wMuteAudioAndPauseMusic]
 	and a
@@ -30,7 +30,7 @@
 .nextChannel
 	ld a, c
 	inc c
-	cp CH7
+	cp Ch7
 	jr nz, .loop
 	ret
 
@@ -52,9 +52,9 @@
 	dec a ; otherwise, decrease the delay timer
 	ld [hl], a
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .startChecks ; if a sfx channel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -160,7 +160,7 @@
 	res 4, [hl]
 	res 5, [hl]
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nz, .beginChecks
 	ld a, [wLowHealthAlarm] ;low health alarm enabled?
 	bit 7, a
@@ -180,7 +180,7 @@
 	bit 1, [hl]
 	jr nz, .returnFromCall
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr nc, .noiseOrSfxChannel
 	jr .asm_219c0
 .noiseOrSfxChannel
@@ -188,7 +188,7 @@
 	ld hl, wChannelFlags2
 	add hl, bc
 	res 0, [hl]
-	cp CH6
+	cp Ch6
 	jr nz, .notSfxChannel3
 	ld a, $0
 	ld [rNR30], a
@@ -231,12 +231,12 @@
 	and [hl]
 	ld [rNR51], a
 .asm_219c9
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp $14
 	jr nc, .asm_219d2
 	jr .asm_219ef
 .asm_219d2
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp $86
 	jr z, .asm_219ef
 	jr c, .asm_219dd
@@ -243,7 +243,7 @@
 	jr .asm_219ef
 .asm_219dd
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr z, .asm_219e6
 	call Audio2_21e6d
 	ret c
@@ -344,14 +344,14 @@
 	add hl, bc
 	ld [hl], a ; store low nibble as speed
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr z, .noiseChannel ; noise channel has 0 params
 	call Audio2_GetNextMusicByte
 	ld d, a
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .musicChannel3
-	cp CH6
+	cp Ch6
 	jr nz, .notChannel3
 	ld hl, wSfxWaveInstrument
 	jr .sfxChannel3
@@ -471,7 +471,7 @@
 	cp $ed ; is this command a tempo?
 	jr nz, Audio2_stereopanning ; no
 	ld a, c ; yes
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
 	call Audio2_GetNextMusicByte
 	ld [wMusicTempo], a ; store first param
@@ -514,10 +514,10 @@
 	ld a, [wDisableChannelOutputWhenSfxEnds]
 	and a
 	jr nz, .skip
-	ld a, [wChannelSoundIDs + CH7]
+	ld a, [wChannelSoundIDs + Ch7]
 	ld [wDisableChannelOutputWhenSfxEnds], a
 	xor a
-	ld [wChannelSoundIDs + CH7], a
+	ld [wChannelSoundIDs + Ch7], a
 .skip
 	jp Audio2_endchannel
 
@@ -570,7 +570,7 @@
 	cp $20 ; is this command an unknownsfx0x20?
 	jr nz, Audio2_unknownsfx0x10 ; no
 	ld a, c
-	cp CH3 ; is this a noise or sfx channel?
+	cp Ch3 ; is this a noise or sfx channel?
 	jr c, Audio2_unknownsfx0x10 ; no
 	ld b, $0
 	ld hl, wChannelFlags2
@@ -596,7 +596,7 @@
 	call Audio2_GetNextMusicByte
 	ld e, a
 	ld a, c
-	cp CH7
+	cp Ch7
 	ld a, $0
 	jr z, .sfxNoiseChannel ; only two params for noise channel
 	push de
@@ -613,7 +613,7 @@
 
 Audio2_unknownsfx0x10:
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr c, Audio2_note ; if not a sfx
 	ld a, d
 	cp $10 ; is this command a unknownsfx0x10?
@@ -629,7 +629,7 @@
 
 Audio2_note:
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr nz, Audio2_notelength ; if not noise channel
 	ld a, d
 	and $f0
@@ -677,7 +677,7 @@
 	ld l, b
 	call Audio2_22006
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
 	ld a, [wMusicTempo]
 	ld d, a
@@ -687,7 +687,7 @@
 .sfxChannel
 	ld d, $1
 	ld e, $0
-	cp CH7
+	cp Ch7
 	jr z, .skip ; if noise channel
 	call Audio2_21e2f
 	ld a, [wSfxTempo]
@@ -727,9 +727,9 @@
 	cp $c0 ; compare to rest
 	jr nz, .notRest
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -737,9 +737,9 @@
 	; fall through
 .sfxChannel
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .musicChannel3
-	cp CH6
+	cp Ch6
 	jr nz, .notSfxChannel3
 .musicChannel3
 	ld b, $0
@@ -775,9 +775,9 @@
 .asm_21d39
 	push de
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .skip ; if sfx channel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	ld d, $0
 	ld e, a
 	add hl, de
@@ -822,11 +822,11 @@
 	or [hl]
 	ld d, a
 	ld a, c
-	cp CH7
+	cp Ch7
 	jr z, .sfxNoiseChannel
-	cp CH4
+	cp Ch4
 	jr nc, .skip ; if sfx channel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -854,9 +854,9 @@
 	add hl, bc
 	ld d, [hl]
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .channel3 ; if music channel 3
-	cp CH6
+	cp Ch6
 	jr z, .channel3 ; if sfx channel 3
 	ld a, d
 	and $3f
@@ -874,15 +874,15 @@
 
 Audio2_21dcc:
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .channel3
-	cp CH6
+	cp Ch6
 	jr nz, .notSfxChannel3
 	; fall through
 .channel3
 	push de
 	ld de, wMusicWaveInstrument
-	cp CH2
+	cp Ch2
 	jr z, .musicChannel3
 	ld de, wSfxWaveInstrument
 .musicChannel3
@@ -921,7 +921,7 @@
 	inc hl
 	ld [hl], d
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr c, .musicChannel
 	call Audio2_21e56
 .musicChannel
@@ -929,7 +929,7 @@
 
 Audio2_21e19:
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nz, .asm_21e2e
 	ld a, [wLowHealthAlarm]
 	bit 7, a
@@ -1008,7 +1008,7 @@
 	ret
 
 Audio2_21e8b:
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp $14
 	jr nc, .asm_21e94
 	jr .asm_21e9a
@@ -1025,9 +1025,9 @@
 	ret
 
 Audio2_21e9f:
-	ld a, [wChannelSoundIDs + CH7]
+	ld a, [wChannelSoundIDs + Ch7]
 	ld b, a
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	or b
 	cp $9d
 	jr nc, .asm_21ead
@@ -1313,7 +1313,7 @@
 	ld d, [hl]
 	ld a, b
 .loop
-	cp CH7
+	cp Ch7
 	jr z, .done
 	sra d
 	rr e
@@ -1682,12 +1682,12 @@
 	jr c, .asm_222b5
 	jr .asm_222d4
 .asm_222b5
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	ld [hli], a
 	ld [hli], a
 	ld [hli], a
 	ld [hl], a
-	ld hl, wChannelCommandPointers + CH6 * 2 ; sfx noise channel pointer
+	ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx noise channel pointer
 	ld de, Noise2_endchannel
 	ld [hl], e
 	inc hl
--- a/audio/engine_3.asm
+++ b/audio/engine_3.asm
@@ -1,7 +1,7 @@
 ; The third of three duplicated sound engines.
 
 Audio3_UpdateMusic::
-	ld c, CH0
+	ld c, Ch0
 .loop
 	ld b, $0
 	ld hl, wChannelSoundIDs
@@ -10,7 +10,7 @@
 	and a
 	jr z, .nextChannel
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .applyAffects ; if sfx channel
 	ld a, [wMuteAudioAndPauseMusic]
 	and a
@@ -30,7 +30,7 @@
 .nextChannel
 	ld a, c
 	inc c ; inc channel number
-	cp CH7
+	cp Ch7
 	jr nz, .loop
 	ret
 
@@ -52,9 +52,9 @@
 	dec a ; otherwise, decrease the delay timer
 	ld [hl], a
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .startChecks ; if a sfx channel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -173,7 +173,7 @@
 	bit 1, [hl]
 	jr nz, .returnFromCall
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr nc, .noiseOrSfxChannel
 	jr .asm_7d2b3
 .noiseOrSfxChannel
@@ -181,7 +181,7 @@
 	ld hl, wChannelFlags2
 	add hl, bc
 	res 0, [hl]
-	cp CH6
+	cp Ch6
 	jr nz, .notSfxChannel3
 	ld a, $0
 	ld [rNR30], a
@@ -224,12 +224,12 @@
 	and [hl]
 	ld [rNR51], a
 .asm_7d2bc
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp $14
 	jr nc, .asm_7d2c5
 	jr .asm_7d2e2
 .asm_7d2c5
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp $86
 	jr z, .asm_7d2e2
 	jr c, .asm_7d2d0
@@ -236,7 +236,7 @@
 	jr .asm_7d2e2
 .asm_7d2d0
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr z, .asm_7d2d9
 	call Audio3_7d73b
 	ret c
@@ -337,14 +337,14 @@
 	add hl, bc
 	ld [hl], a ; store low nibble as speed
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr z, .noiseChannel ; noise channel has 0 params
 	call Audio3_GetNextMusicByte
 	ld d, a
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .musicChannel3
-	cp CH6
+	cp Ch6
 	jr nz, .notChannel3
 	ld hl, wSfxWaveInstrument
 	jr .sfxChannel3
@@ -464,7 +464,7 @@
 	cp $ed ; is this command a tempo?
 	jr nz, Audio3_stereopanning ; no
 	ld a, c ; yes
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
 	call Audio3_GetNextMusicByte
 	ld [wMusicTempo], a ; store first param
@@ -507,10 +507,10 @@
 	ld a, [wDisableChannelOutputWhenSfxEnds]
 	and a
 	jr nz, .skip
-	ld a, [wChannelSoundIDs + CH7]
+	ld a, [wChannelSoundIDs + Ch7]
 	ld [wDisableChannelOutputWhenSfxEnds], a
 	xor a
-	ld [wChannelSoundIDs + CH7], a
+	ld [wChannelSoundIDs + Ch7], a
 .skip
 	jp Audio3_endchannel
 
@@ -563,7 +563,7 @@
 	cp $20 ; is this command an unknownsfx0x20?
 	jr nz, Audio3_unknownsfx0x10 ; no
 	ld a, c
-	cp CH3 ; is this a noise or sfx channel?
+	cp Ch3 ; is this a noise or sfx channel?
 	jr c, Audio3_unknownsfx0x10 ; no
 	ld b, $0
 	ld hl, wChannelFlags2
@@ -589,7 +589,7 @@
 	call Audio3_GetNextMusicByte
 	ld e, a
 	ld a, c
-	cp CH7
+	cp Ch7
 	ld a, $0
 	jr z, .sfxNoiseChannel ; only two params for noise channel
 	push de
@@ -606,7 +606,7 @@
 
 Audio3_unknownsfx0x10:
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr c, Audio3_note ; if not a sfx
 	ld a, d
 	cp $10 ; is this command an unknownsfx0x10?
@@ -622,7 +622,7 @@
 
 Audio3_note:
 	ld a, c
-	cp CH3
+	cp Ch3
 	jr nz, Audio3_notelength ; if not noise channel
 	ld a, d
 	and $f0
@@ -670,7 +670,7 @@
 	ld l, b
 	call Audio3_7d8bb
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
 	ld a, [wMusicTempo]
 	ld d, a
@@ -680,7 +680,7 @@
 .sfxChannel
 	ld d, $1
 	ld e, $0
-	cp CH7
+	cp Ch7
 	jr z, .skip ; if noise channel
 	call Audio3_7d707
 	ld a, [wSfxTempo]
@@ -720,9 +720,9 @@
 	cp $c0 ; compare to rest
 	jr nz, .notRest
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .sfxChannel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -730,9 +730,9 @@
 	; fall through
 .sfxChannel
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .musicChannel3
-	cp CH6
+	cp Ch6
 	jr nz, .notSfxChannel3
 .musicChannel3
 	ld b, $0
@@ -768,9 +768,9 @@
 .asm_7d62c
 	push de
 	ld a, c
-	cp CH4
+	cp Ch4
 	jr nc, .skip ; if sfx Channel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	ld d, $0
 	ld e, a
 	add hl, de
@@ -815,11 +815,11 @@
 	or [hl]
 	ld d, a
 	ld a, c
-	cp CH7
+	cp Ch7
 	jr z, .sfxNoiseChannel
-	cp CH4
+	cp Ch4
 	jr nc, .skip ; if sfx channel
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	add hl, bc
 	ld a, [hl]
 	and a
@@ -847,9 +847,9 @@
 	add hl, bc
 	ld d, [hl]
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .channel3 ; if music channel 3
-	cp CH6
+	cp Ch6
 	jr z, .channel3 ; if sfx channel 3
 	ld a, d
 	and $3f
@@ -867,15 +867,15 @@
 
 Audio3_7d6bf:
 	ld a, c
-	cp CH2
+	cp Ch2
 	jr z, .channel3
-	cp CH6
+	cp Ch6
 	jr nz, .notSfxChannel3
 	; fall through
 .channel3
 	push de
 	ld de, wMusicWaveInstrument
-	cp CH2
+	cp Ch2
 	jr z, .musicChannel3
 	ld de, wSfxWaveInstrument
 .musicChannel3
@@ -977,7 +977,7 @@
 	ret
 
 Audio3_7d759:
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp $14
 	jr nc, .asm_7d762
 	jr .asm_7d768
@@ -1631,12 +1631,12 @@
 	jr c, .asm_7db6a
 	jr .asm_7db89
 .asm_7db6a
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	ld [hli], a
 	ld [hli], a
 	ld [hli], a
 	ld [hl], a
-	ld hl, wChannelCommandPointers + CH6 * 2 ; sfx noise channel pointer
+	ld hl, wChannelCommandPointers + Ch6 * 2 ; sfx noise channel pointer
 	ld de, Noise3_endchannel
 	ld [hl], e
 	inc hl
--- a/audio/headers/musicheaders1.asm
+++ b/audio/headers/musicheaders1.asm
@@ -1,66 +1,66 @@
 Music_PalletTown::
-	music Music_PalletTown, CH0_ | CH1_ | CH2_
+	audio Music_PalletTown, Ch0, Ch1, Ch2
 
 Music_Pokecenter::
-	music Music_Pokecenter, CH0_ | CH1_ | CH2_
+	audio Music_Pokecenter, Ch0, Ch1, Ch2
 
 Music_Gym::
-	music Music_Gym, CH0_ | CH1_ | CH2_
+	audio Music_Gym, Ch0, Ch1, Ch2
 
 ; Viridian City, Pewter City, Saffron City
 Music_Cities1::
-	music Music_Cities1, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Cities1, Ch0, Ch1, Ch2, Ch3
 
 ; Cerulean City, Fuchsia City
 Music_Cities2::
-	music Music_Cities2, CH0_ | CH1_ | CH2_
+	audio Music_Cities2, Ch0, Ch1, Ch2
 
 Music_Celadon::
-	music Music_Celadon, CH0_ | CH1_ | CH2_
+	audio Music_Celadon, Ch0, Ch1, Ch2
 
 Music_Cinnabar::
-	music Music_Cinnabar, CH0_ | CH1_ | CH2_
+	audio Music_Cinnabar, Ch0, Ch1, Ch2
 
 Music_Vermilion::
-	music Music_Vermilion, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Vermilion, Ch0, Ch1, Ch2, Ch3
 
 Music_Lavender::
-	music Music_Lavender, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Lavender, Ch0, Ch1, Ch2, Ch3
 
 Music_SSAnne::
-	music Music_SSAnne, CH0_ | CH1_ | CH2_
+	audio Music_SSAnne, Ch0, Ch1, Ch2
 
 Music_MeetProfOak::
-	music Music_MeetProfOak, CH0_ | CH1_ | CH2_
+	audio Music_MeetProfOak, Ch0, Ch1, Ch2
 
 Music_MeetRival::
-	music Music_MeetRival, CH0_ | CH1_ | CH2_
+	audio Music_MeetRival, Ch0, Ch1, Ch2
 
 Music_MuseumGuy::
-	music Music_MuseumGuy, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_MuseumGuy, Ch0, Ch1, Ch2, Ch3
 
 Music_SafariZone::
-	music Music_SafariZone, CH0_ | CH1_ | CH2_
+	audio Music_SafariZone, Ch0, Ch1, Ch2
 
 Music_PkmnHealed::
-	music Music_PkmnHealed, CH0_ | CH1_ | CH2_
+	audio Music_PkmnHealed, Ch0, Ch1, Ch2
 
 ; Routes 1 and 2
 Music_Routes1::
-	music Music_Routes1, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Routes1, Ch0, Ch1, Ch2, Ch3
 
 ; Routes 24 and 25
 Music_Routes2::
-	music Music_Routes2, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Routes2, Ch0, Ch1, Ch2, Ch3
 
 ; Routes 3, 4, 5, 6, 7, 8, 9, 10, 16, 17, 18, 19, 20, 21, 22
 Music_Routes3::
-	music Music_Routes3, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Routes3, Ch0, Ch1, Ch2, Ch3
 
 ; Routes 11, 12, 13, 14, 15
 Music_Routes4::
-	music Music_Routes4, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Routes4, Ch0, Ch1, Ch2, Ch3
 
 ; Route 23, Indigo Plateau
 Music_IndigoPlateau::
-	music Music_IndigoPlateau, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_IndigoPlateau, Ch0, Ch1, Ch2, Ch3
--- a/audio/headers/musicheaders2.asm
+++ b/audio/headers/musicheaders2.asm
@@ -1,20 +1,20 @@
 Music_GymLeaderBattle::
-	music Music_GymLeaderBattle, CH0_ | CH1_ | CH2_
+	audio Music_GymLeaderBattle, Ch0, Ch1, Ch2
 
 Music_TrainerBattle::
-	music Music_TrainerBattle, CH0_ | CH1_ | CH2_
+	audio Music_TrainerBattle, Ch0, Ch1, Ch2
 
 Music_WildBattle::
-	music Music_WildBattle, CH0_ | CH1_ | CH2_
+	audio Music_WildBattle, Ch0, Ch1, Ch2
 
 Music_FinalBattle::
-	music Music_FinalBattle, CH0_ | CH1_ | CH2_
+	audio Music_FinalBattle, Ch0, Ch1, Ch2
 
 Music_DefeatedTrainer::
-	music Music_DefeatedTrainer, CH0_ | CH1_ | CH2_
+	audio Music_DefeatedTrainer, Ch0, Ch1, Ch2
 
 Music_DefeatedWildMon::
-	music Music_DefeatedWildMon, CH0_ | CH1_ | CH2_
+	audio Music_DefeatedWildMon, Ch0, Ch1, Ch2
 
 Music_DefeatedGymLeader::
-	music Music_DefeatedGymLeader, CH0_ | CH1_ | CH2_
+	audio Music_DefeatedGymLeader, Ch0, Ch1, Ch2
--- a/audio/headers/musicheaders3.asm
+++ b/audio/headers/musicheaders3.asm
@@ -1,56 +1,56 @@
 Music_TitleScreen::
-	music Music_TitleScreen, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_TitleScreen, Ch0, Ch1, Ch2, Ch3
 
 Music_Credits::
-	music Music_Credits, CH0_ | CH1_ | CH2_
+	audio Music_Credits, Ch0, Ch1, Ch2
 
 Music_HallOfFame::
-	music Music_HallOfFame, CH0_ | CH1_ | CH2_
+	audio Music_HallOfFame, Ch0, Ch1, Ch2
 
 Music_OaksLab::
-	music Music_OaksLab, CH0_ | CH1_ | CH2_
+	audio Music_OaksLab, Ch0, Ch1, Ch2
 
 Music_JigglypuffSong::
-	music Music_JigglypuffSong, CH0_ | CH1_
+	audio Music_JigglypuffSong, Ch0, Ch1
 
 Music_BikeRiding::
-	music Music_BikeRiding, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_BikeRiding, Ch0, Ch1, Ch2, Ch3
 
 Music_Surfing::
-	music Music_Surfing, CH0_ | CH1_ | CH2_
+	audio Music_Surfing, Ch0, Ch1, Ch2
 
 Music_GameCorner::
-	music Music_GameCorner, CH0_ | CH1_ | CH2_
+	audio Music_GameCorner, Ch0, Ch1, Ch2
 
 Music_IntroBattle::
-	music Music_IntroBattle, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_IntroBattle, Ch0, Ch1, Ch2, Ch3
 
 ; Power Plant, Unknown Dungeon, Rocket HQ
 Music_Dungeon1::
-	music Music_Dungeon1, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Dungeon1, Ch0, Ch1, Ch2, Ch3
 
 ; Viridian Forest, Seafoam Islands
 Music_Dungeon2::
-	music Music_Dungeon2, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Dungeon2, Ch0, Ch1, Ch2, Ch3
 
 ; Mt. Moon, Rock Tunnel, Victory Road
 Music_Dungeon3::
-	music Music_Dungeon3, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_Dungeon3, Ch0, Ch1, Ch2, Ch3
 
 Music_CinnabarMansion::
-	music Music_CinnabarMansion, CH0_ | CH1_ | CH2_ | CH3_
+	audio Music_CinnabarMansion, Ch0, Ch1, Ch2, Ch3
 
 Music_PokemonTower::
-	music Music_PokemonTower, CH0_ | CH1_ | CH2_
+	audio Music_PokemonTower, Ch0, Ch1, Ch2
 
 Music_SilphCo::
-	music Music_SilphCo, CH0_ | CH1_ | CH2_
+	audio Music_SilphCo, Ch0, Ch1, Ch2
 
 Music_MeetEvilTrainer::
-	music Music_MeetEvilTrainer, CH0_ | CH1_ | CH2_
+	audio Music_MeetEvilTrainer, Ch0, Ch1, Ch2
 
 Music_MeetFemaleTrainer::
-	music Music_MeetFemaleTrainer, CH0_ | CH1_ | CH2_
+	audio Music_MeetFemaleTrainer, Ch0, Ch1, Ch2
 
 Music_MeetMaleTrainer::
-	music Music_MeetMaleTrainer, CH0_ | CH1_ | CH2_
+	audio Music_MeetMaleTrainer, Ch0, Ch1, Ch2
--- a/audio/headers/sfxheaders1.asm
+++ b/audio/headers/sfxheaders1.asm
@@ -2,288 +2,287 @@
 	db $ff, $ff, $ff ; padding
 
 SFX_Snare1_1::
-	sfx SFX_Snare1_1, CH7_
+	audio SFX_Snare1_1, Ch7
 
 SFX_Snare2_1::
-	sfx SFX_Snare2_1, CH7_
+	audio SFX_Snare2_1, Ch7
 
 SFX_Snare3_1::
-	sfx SFX_Snare3_1, CH7_
+	audio SFX_Snare3_1, Ch7
 
 SFX_Snare4_1::
-	sfx SFX_Snare4_1, CH7_
+	audio SFX_Snare4_1, Ch7
 
 SFX_Snare5_1::
-	sfx SFX_Snare5_1, CH7_
+	audio SFX_Snare5_1, Ch7
 
 SFX_Triangle1_1::
-	sfx SFX_Triangle1_1, CH7_
+	audio SFX_Triangle1_1, Ch7
 
 SFX_Triangle2_1::
-	sfx SFX_Triangle2_1, CH7_
+	audio SFX_Triangle2_1, Ch7
 
 SFX_Snare6_1::
-	sfx SFX_Snare6_1, CH7_
+	audio SFX_Snare6_1, Ch7
 
 SFX_Snare7_1::
-	sfx SFX_Snare7_1, CH7_
+	audio SFX_Snare7_1, Ch7
 
 SFX_Snare8_1::
-	sfx SFX_Snare8_1, CH7_
+	audio SFX_Snare8_1, Ch7
 
 SFX_Snare9_1::
-	sfx SFX_Snare9_1, CH7_
+	audio SFX_Snare9_1, Ch7
 
 SFX_Cymbal1_1::
-	sfx SFX_Cymbal1_1, CH7_
+	audio SFX_Cymbal1_1, Ch7
 
 SFX_Cymbal2_1::
-	sfx SFX_Cymbal2_1, CH7_
+	audio SFX_Cymbal2_1, Ch7
 
 SFX_Cymbal3_1::
-	sfx SFX_Cymbal3_1, CH7_
+	audio SFX_Cymbal3_1, Ch7
 
 SFX_Muted_Snare1_1::
-	sfx SFX_Muted_Snare1_1, CH7_
+	audio SFX_Muted_Snare1_1, Ch7
 
 SFX_Triangle3_1::
-	sfx SFX_Triangle3_1, CH7_
+	audio SFX_Triangle3_1, Ch7
 
 SFX_Muted_Snare2_1::
-	sfx SFX_Muted_Snare2_1, CH7_
+	audio SFX_Muted_Snare2_1, Ch7
 
 SFX_Muted_Snare3_1::
-	sfx SFX_Muted_Snare3_1, CH7_
+	audio SFX_Muted_Snare3_1, Ch7
 
 SFX_Muted_Snare4_1::
-	sfx SFX_Muted_Snare4_1, CH7_
+	audio SFX_Muted_Snare4_1, Ch7
 
 SFX_Cry00_1::
-	sfx SFX_Cry00_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry00_1, Ch4, Ch5, Ch7
 
 SFX_Cry01_1::
-	sfx SFX_Cry01_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry01_1, Ch4, Ch5, Ch7
 
 SFX_Cry02_1::
-	sfx SFX_Cry02_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry02_1, Ch4, Ch5, Ch7
 
 SFX_Cry03_1::
-	sfx SFX_Cry03_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry03_1, Ch4, Ch5, Ch7
 
 SFX_Cry04_1::
-	sfx SFX_Cry04_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry04_1, Ch4, Ch5, Ch7
 
 SFX_Cry05_1::
-	sfx SFX_Cry05_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry05_1, Ch4, Ch5, Ch7
 
 SFX_Cry06_1::
-	sfx SFX_Cry06_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry06_1, Ch4, Ch5, Ch7
 
 SFX_Cry07_1::
-	sfx SFX_Cry07_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry07_1, Ch4, Ch5, Ch7
 
 SFX_Cry08_1::
-	sfx SFX_Cry08_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry08_1, Ch4, Ch5, Ch7
 
 SFX_Cry09_1::
-	sfx SFX_Cry09_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry09_1, Ch4, Ch5, Ch7
 
 SFX_Cry0A_1::
-	sfx SFX_Cry0A_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0A_1, Ch4, Ch5, Ch7
 
 SFX_Cry0B_1::
-	sfx SFX_Cry0B_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0B_1, Ch4, Ch5, Ch7
 
 SFX_Cry0C_1::
-	sfx SFX_Cry0C_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0C_1, Ch4, Ch5, Ch7
 
 SFX_Cry0D_1::
-	sfx SFX_Cry0D_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0D_1, Ch4, Ch5, Ch7
 
 SFX_Cry0E_1::
-	sfx SFX_Cry0E_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0E_1, Ch4, Ch5, Ch7
 
 SFX_Cry0F_1::
-	sfx SFX_Cry0F_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0F_1, Ch4, Ch5, Ch7
 
 SFX_Cry10_1::
-	sfx SFX_Cry10_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry10_1, Ch4, Ch5, Ch7
 
 SFX_Cry11_1::
-	sfx SFX_Cry11_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry11_1, Ch4, Ch5, Ch7
 
 SFX_Cry12_1::
-	sfx SFX_Cry12_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry12_1, Ch4, Ch5, Ch7
 
 SFX_Cry13_1::
-	sfx SFX_Cry13_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry13_1, Ch4, Ch5, Ch7
 
 SFX_Cry14_1::
-	sfx SFX_Cry14_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry14_1, Ch4, Ch5, Ch7
 
 SFX_Cry15_1::
-	sfx SFX_Cry15_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry15_1, Ch4, Ch5, Ch7
 
 SFX_Cry16_1::
-	sfx SFX_Cry16_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry16_1, Ch4, Ch5, Ch7
 
 SFX_Cry17_1::
-	sfx SFX_Cry17_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry17_1, Ch4, Ch5, Ch7
 
 SFX_Cry18_1::
-	sfx SFX_Cry18_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry18_1, Ch4, Ch5, Ch7
 
 SFX_Cry19_1::
-	sfx SFX_Cry19_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry19_1, Ch4, Ch5, Ch7
 
 SFX_Cry1A_1::
-	sfx SFX_Cry1A_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1A_1, Ch4, Ch5, Ch7
 
 SFX_Cry1B_1::
-	sfx SFX_Cry1B_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1B_1, Ch4, Ch5, Ch7
 
 SFX_Cry1C_1::
-	sfx SFX_Cry1C_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1C_1, Ch4, Ch5, Ch7
 
 SFX_Cry1D_1::
-	sfx SFX_Cry1D_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1D_1, Ch4, Ch5, Ch7
 
 SFX_Cry1E_1::
-	sfx SFX_Cry1E_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1E_1, Ch4, Ch5, Ch7
 
 SFX_Cry1F_1::
-	sfx SFX_Cry1F_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1F_1, Ch4, Ch5, Ch7
 
 SFX_Cry20_1::
-	sfx SFX_Cry20_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry20_1, Ch4, Ch5, Ch7
 
 SFX_Cry21_1::
-	sfx SFX_Cry21_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry21_1, Ch4, Ch5, Ch7
 
 SFX_Cry22_1::
-	sfx SFX_Cry22_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry22_1, Ch4, Ch5, Ch7
 
 SFX_Cry23_1::
-	sfx SFX_Cry23_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry23_1, Ch4, Ch5, Ch7
 
 SFX_Cry24_1::
-	sfx SFX_Cry24_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry24_1, Ch4, Ch5, Ch7
 
 SFX_Cry25_1::
-	sfx SFX_Cry25_1, CH4_ | CH5_ | CH7_
+	audio SFX_Cry25_1, Ch4, Ch5, Ch7
 
 SFX_Get_Item1_1::
-	sfx SFX_Get_Item1_1, CH4_ | CH5_ | CH6_
+	audio SFX_Get_Item1_1, Ch4, Ch5, Ch6
 
 SFX_Get_Item2_1::
-	sfx SFX_Get_Item2_1, CH4_ | CH5_ | CH6_
+	audio SFX_Get_Item2_1, Ch4, Ch5, Ch6
 
 SFX_Tink_1::
-	sfx SFX_Tink_1, CH4_
+	audio SFX_Tink_1, Ch4
 
 SFX_Heal_HP_1::
-	sfx SFX_Heal_HP_1, CH4_
+	audio SFX_Heal_HP_1, Ch4
 
 SFX_Heal_Ailment_1::
-	sfx SFX_Heal_Ailment_1, CH4_
+	audio SFX_Heal_Ailment_1, Ch4
 
 SFX_Start_Menu_1::
-	sfx SFX_Start_Menu_1, CH7_
+	audio SFX_Start_Menu_1, Ch7
 
 SFX_Press_AB_1::
-	sfx SFX_Press_AB_1, CH4_
+	audio SFX_Press_AB_1, Ch4
 
 SFX_Pokedex_Rating_1::
-	sfx SFX_Pokedex_Rating_1, CH4_ | CH5_ | CH6_
+	audio SFX_Pokedex_Rating_1, Ch4, Ch5, Ch6
 
 SFX_Get_Key_Item_1::
-	sfx SFX_Get_Key_Item_1, CH4_ | CH5_ | CH6_
+	audio SFX_Get_Key_Item_1, Ch4, Ch5, Ch6
 
 SFX_Poisoned_1::
-	sfx SFX_Poisoned_1, CH4_
+	audio SFX_Poisoned_1, Ch4
 
 SFX_Trade_Machine_1::
-	sfx SFX_Trade_Machine_1, CH4_
+	audio SFX_Trade_Machine_1, Ch4
 
 SFX_Turn_On_PC_1::
-	sfx SFX_Turn_On_PC_1, CH4_
+	audio SFX_Turn_On_PC_1, Ch4
 
 SFX_Turn_Off_PC_1::
-	sfx SFX_Turn_Off_PC_1, CH4_
+	audio SFX_Turn_Off_PC_1, Ch4
 
 SFX_Enter_PC_1::
-	sfx SFX_Enter_PC_1, CH4_
+	audio SFX_Enter_PC_1, Ch4
 
 SFX_Shrink_1::
-	sfx SFX_Shrink_1, CH4_
+	audio SFX_Shrink_1, Ch4
 
 SFX_Switch_1::
-	sfx SFX_Switch_1, CH4_
+	audio SFX_Switch_1, Ch4
 
 SFX_Healing_Machine_1::
-	sfx SFX_Healing_Machine_1, CH4_
+	audio SFX_Healing_Machine_1, Ch4
 
 SFX_Teleport_Exit1_1::
-	sfx SFX_Teleport_Exit1_1, CH4_
+	audio SFX_Teleport_Exit1_1, Ch4
 
 SFX_Teleport_Enter1_1::
-	sfx SFX_Teleport_Enter1_1, CH4_
+	audio SFX_Teleport_Enter1_1, Ch4
 
 SFX_Teleport_Exit2_1::
-	sfx SFX_Teleport_Exit2_1, CH4_
+	audio SFX_Teleport_Exit2_1, Ch4
 
 SFX_Ledge_1::
-	sfx SFX_Ledge_1, CH4_
+	audio SFX_Ledge_1, Ch4
 
 SFX_Teleport_Enter2_1::
-	sfx SFX_Teleport_Enter2_1, CH7_
+	audio SFX_Teleport_Enter2_1, Ch7
 
 SFX_Fly_1::
-	sfx SFX_Fly_1, CH7_
+	audio SFX_Fly_1, Ch7
 
 SFX_Denied_1::
-	sfx SFX_Denied_1, CH4_ | CH5_
+	audio SFX_Denied_1, Ch4, Ch5
 
 SFX_Arrow_Tiles_1::
-	sfx SFX_Arrow_Tiles_1, CH4_
+	audio SFX_Arrow_Tiles_1, Ch4
 
 SFX_Push_Boulder_1::
-	sfx SFX_Push_Boulder_1, CH7_
+	audio SFX_Push_Boulder_1, Ch7
 
 SFX_SS_Anne_Horn_1::
-	sfx SFX_SS_Anne_Horn_1, CH4_ | CH5_
+	audio SFX_SS_Anne_Horn_1, Ch4, Ch5
 
 SFX_Withdraw_Deposit_1::
-	sfx SFX_Withdraw_Deposit_1, CH4_
+	audio SFX_Withdraw_Deposit_1, Ch4
 
 SFX_Cut_1::
-	sfx SFX_Cut_1, CH7_
+	audio SFX_Cut_1, Ch7
 
 SFX_Go_Inside_1::
-	sfx SFX_Go_Inside_1, CH7_
+	audio SFX_Go_Inside_1, Ch7
 
 SFX_Swap_1::
-	sfx SFX_Swap_1, CH4_ | CH5_
+	audio SFX_Swap_1, Ch4, Ch5
 
 SFX_59_1::
-	sfx SFX_59_1, CH4_ | CH5_
+	audio SFX_59_1, Ch4, Ch5
 
 SFX_Purchase_1::
-	sfx SFX_Purchase_1, CH4_ | CH5_
+	audio SFX_Purchase_1, Ch4, Ch5
 
 SFX_Collision_1::
-	sfx SFX_Collision_1, CH4_
+	audio SFX_Collision_1, Ch4
 
 SFX_Go_Outside_1::
-	sfx SFX_Go_Outside_1, CH7_
+	audio SFX_Go_Outside_1, Ch7
 
 SFX_Save_1::
-	sfx SFX_Save_1, CH4_ | CH5_
+	audio SFX_Save_1, Ch4, Ch5
 
 ; the Pokeflute sound effect directly hijacks channel 2
 SFX_Pokeflute::
-	db CH2
-	dw SFX_Pokeflute_Ch2
+	audio SFX_Pokeflute, Ch2
 
 SFX_Safari_Zone_PA::
-	sfx SFX_Safari_Zone_PA, CH4_
+	audio SFX_Safari_Zone_PA, Ch4
--- a/audio/headers/sfxheaders2.asm
+++ b/audio/headers/sfxheaders2.asm
@@ -2,358 +2,358 @@
 	db $ff, $ff, $ff ; padding
 
 SFX_Snare1_2::
-	sfx SFX_Snare1_2, CH7_
+	audio SFX_Snare1_2, Ch7
 
 SFX_Snare2_2::
-	sfx SFX_Snare2_2, CH7_
+	audio SFX_Snare2_2, Ch7
 
 SFX_Snare3_2::
-	sfx SFX_Snare3_2, CH7_
+	audio SFX_Snare3_2, Ch7
 
 SFX_Snare4_2::
-	sfx SFX_Snare4_2, CH7_
+	audio SFX_Snare4_2, Ch7
 
 SFX_Snare5_2::
-	sfx SFX_Snare5_2, CH7_
+	audio SFX_Snare5_2, Ch7
 
 SFX_Triangle1_2::
-	sfx SFX_Triangle1_2, CH7_
+	audio SFX_Triangle1_2, Ch7
 
 SFX_Triangle2_2::
-	sfx SFX_Triangle2_2, CH7_
+	audio SFX_Triangle2_2, Ch7
 
 SFX_Snare6_2::
-	sfx SFX_Snare6_2, CH7_
+	audio SFX_Snare6_2, Ch7
 
 SFX_Snare7_2::
-	sfx SFX_Snare7_2, CH7_
+	audio SFX_Snare7_2, Ch7
 
 SFX_Snare8_2::
-	sfx SFX_Snare8_2, CH7_
+	audio SFX_Snare8_2, Ch7
 
 SFX_Snare9_2::
-	sfx SFX_Snare9_2, CH7_
+	audio SFX_Snare9_2, Ch7
 
 SFX_Cymbal1_2::
-	sfx SFX_Cymbal1_2, CH7_
+	audio SFX_Cymbal1_2, Ch7
 
 SFX_Cymbal2_2::
-	sfx SFX_Cymbal2_2, CH7_
+	audio SFX_Cymbal2_2, Ch7
 
 SFX_Cymbal3_2::
-	sfx SFX_Cymbal3_2, CH7_
+	audio SFX_Cymbal3_2, Ch7
 
 SFX_Muted_Snare1_2::
-	sfx SFX_Muted_Snare1_2, CH7_
+	audio SFX_Muted_Snare1_2, Ch7
 
 SFX_Triangle3_2::
-	sfx SFX_Triangle3_2, CH7_
+	audio SFX_Triangle3_2, Ch7
 
 SFX_Muted_Snare2_2::
-	sfx SFX_Muted_Snare2_2, CH7_
+	audio SFX_Muted_Snare2_2, Ch7
 
 SFX_Muted_Snare3_2::
-	sfx SFX_Muted_Snare3_2, CH7_
+	audio SFX_Muted_Snare3_2, Ch7
 
 SFX_Muted_Snare4_2::
-	sfx SFX_Muted_Snare4_2, CH7_
+	audio SFX_Muted_Snare4_2, Ch7
 
 SFX_Cry00_2::
-	sfx SFX_Cry00_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry00_2, Ch4, Ch5, Ch7
 
 SFX_Cry01_2::
-	sfx SFX_Cry01_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry01_2, Ch4, Ch5, Ch7
 
 SFX_Cry02_2::
-	sfx SFX_Cry02_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry02_2, Ch4, Ch5, Ch7
 
 SFX_Cry03_2::
-	sfx SFX_Cry03_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry03_2, Ch4, Ch5, Ch7
 
 SFX_Cry04_2::
-	sfx SFX_Cry04_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry04_2, Ch4, Ch5, Ch7
 
 SFX_Cry05_2::
-	sfx SFX_Cry05_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry05_2, Ch4, Ch5, Ch7
 
 SFX_Cry06_2::
-	sfx SFX_Cry06_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry06_2, Ch4, Ch5, Ch7
 
 SFX_Cry07_2::
-	sfx SFX_Cry07_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry07_2, Ch4, Ch5, Ch7
 
 SFX_Cry08_2::
-	sfx SFX_Cry08_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry08_2, Ch4, Ch5, Ch7
 
 SFX_Cry09_2::
-	sfx SFX_Cry09_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry09_2, Ch4, Ch5, Ch7
 
 SFX_Cry0A_2::
-	sfx SFX_Cry0A_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0A_2, Ch4, Ch5, Ch7
 
 SFX_Cry0B_2::
-	sfx SFX_Cry0B_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0B_2, Ch4, Ch5, Ch7
 
 SFX_Cry0C_2::
-	sfx SFX_Cry0C_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0C_2, Ch4, Ch5, Ch7
 
 SFX_Cry0D_2::
-	sfx SFX_Cry0D_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0D_2, Ch4, Ch5, Ch7
 
 SFX_Cry0E_2::
-	sfx SFX_Cry0E_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0E_2, Ch4, Ch5, Ch7
 
 SFX_Cry0F_2::
-	sfx SFX_Cry0F_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0F_2, Ch4, Ch5, Ch7
 
 SFX_Cry10_2::
-	sfx SFX_Cry10_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry10_2, Ch4, Ch5, Ch7
 
 SFX_Cry11_2::
-	sfx SFX_Cry11_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry11_2, Ch4, Ch5, Ch7
 
 SFX_Cry12_2::
-	sfx SFX_Cry12_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry12_2, Ch4, Ch5, Ch7
 
 SFX_Cry13_2::
-	sfx SFX_Cry13_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry13_2, Ch4, Ch5, Ch7
 
 SFX_Cry14_2::
-	sfx SFX_Cry14_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry14_2, Ch4, Ch5, Ch7
 
 SFX_Cry15_2::
-	sfx SFX_Cry15_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry15_2, Ch4, Ch5, Ch7
 
 SFX_Cry16_2::
-	sfx SFX_Cry16_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry16_2, Ch4, Ch5, Ch7
 
 SFX_Cry17_2::
-	sfx SFX_Cry17_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry17_2, Ch4, Ch5, Ch7
 
 SFX_Cry18_2::
-	sfx SFX_Cry18_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry18_2, Ch4, Ch5, Ch7
 
 SFX_Cry19_2::
-	sfx SFX_Cry19_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry19_2, Ch4, Ch5, Ch7
 
 SFX_Cry1A_2::
-	sfx SFX_Cry1A_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1A_2, Ch4, Ch5, Ch7
 
 SFX_Cry1B_2::
-	sfx SFX_Cry1B_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1B_2, Ch4, Ch5, Ch7
 
 SFX_Cry1C_2::
-	sfx SFX_Cry1C_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1C_2, Ch4, Ch5, Ch7
 
 SFX_Cry1D_2::
-	sfx SFX_Cry1D_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1D_2, Ch4, Ch5, Ch7
 
 SFX_Cry1E_2::
-	sfx SFX_Cry1E_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1E_2, Ch4, Ch5, Ch7
 
 SFX_Cry1F_2::
-	sfx SFX_Cry1F_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1F_2, Ch4, Ch5, Ch7
 
 SFX_Cry20_2::
-	sfx SFX_Cry20_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry20_2, Ch4, Ch5, Ch7
 
 SFX_Cry21_2::
-	sfx SFX_Cry21_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry21_2, Ch4, Ch5, Ch7
 
 SFX_Cry22_2::
-	sfx SFX_Cry22_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry22_2, Ch4, Ch5, Ch7
 
 SFX_Cry23_2::
-	sfx SFX_Cry23_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry23_2, Ch4, Ch5, Ch7
 
 SFX_Cry24_2::
-	sfx SFX_Cry24_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry24_2, Ch4, Ch5, Ch7
 
 SFX_Cry25_2::
-	sfx SFX_Cry25_2, CH4_ | CH5_ | CH7_
+	audio SFX_Cry25_2, Ch4, Ch5, Ch7
 
 SFX_Level_Up::
-	sfx SFX_Level_Up, CH4_ | CH5_ | CH6_
+	audio SFX_Level_Up, Ch4, Ch5, Ch6
 
 SFX_Get_Item2_2::
-	sfx SFX_Get_Item2_2, CH4_ | CH5_ | CH6_
+	audio SFX_Get_Item2_2, Ch4, Ch5, Ch6
 
 SFX_Tink_2::
-	sfx SFX_Tink_2, CH4_
+	audio SFX_Tink_2, Ch4
 
 SFX_Heal_HP_2::
-	sfx SFX_Heal_HP_2, CH4_
+	audio SFX_Heal_HP_2, Ch4
 
 SFX_Heal_Ailment_2::
-	sfx SFX_Heal_Ailment_2, CH4_
+	audio SFX_Heal_Ailment_2, Ch4
 
 SFX_Start_Menu_2::
-	sfx SFX_Start_Menu_2, CH7_
+	audio SFX_Start_Menu_2, Ch7
 
 SFX_Press_AB_2::
-	sfx SFX_Press_AB_2, CH4_
+	audio SFX_Press_AB_2, Ch4
 
 SFX_Ball_Toss::
-	sfx SFX_Ball_Toss, CH4_ | CH5_
+	audio SFX_Ball_Toss, Ch4, Ch5
 
 SFX_Ball_Poof::
-	sfx SFX_Ball_Poof, CH4_ | CH7_
+	audio SFX_Ball_Poof, Ch4, Ch7
 
 SFX_Faint_Thud::
-	sfx SFX_Faint_Thud, CH4_ | CH7_
+	audio SFX_Faint_Thud, Ch4, Ch7
 
 SFX_Run::
-	sfx SFX_Run, CH7_
+	audio SFX_Run, Ch7
 
 SFX_Dex_Page_Added::
-	sfx SFX_Dex_Page_Added, CH4_ | CH5_
+	audio SFX_Dex_Page_Added, Ch4, Ch5
 
 SFX_Caught_Mon::
-	sfx SFX_Caught_Mon, CH4_ | CH5_ | CH6_
+	audio SFX_Caught_Mon, Ch4, Ch5, Ch6
 
 SFX_Peck::
-	sfx SFX_Peck, CH7_
+	audio SFX_Peck, Ch7
 
 SFX_Faint_Fall::
-	sfx SFX_Faint_Fall, CH4_
+	audio SFX_Faint_Fall, Ch4
 
 SFX_Battle_09::
-	sfx SFX_Battle_09, CH4_
+	audio SFX_Battle_09, Ch4
 
 SFX_Pound::
-	sfx SFX_Pound, CH7_
+	audio SFX_Pound, Ch7
 
 SFX_Battle_0B::
-	sfx SFX_Battle_0B, CH7_
+	audio SFX_Battle_0B, Ch7
 
 SFX_Battle_0C::
-	sfx SFX_Battle_0C, CH7_
+	audio SFX_Battle_0C, Ch7
 
 SFX_Battle_0D::
-	sfx SFX_Battle_0D, CH7_
+	audio SFX_Battle_0D, Ch7
 
 SFX_Battle_0E::
-	sfx SFX_Battle_0E, CH7_
+	audio SFX_Battle_0E, Ch7
 
 SFX_Battle_0F::
-	sfx SFX_Battle_0F, CH7_
+	audio SFX_Battle_0F, Ch7
 
 SFX_Damage::
-	sfx SFX_Damage, CH7_
+	audio SFX_Damage, Ch7
 
 SFX_Not_Very_Effective::
-	sfx SFX_Not_Very_Effective, CH7_
+	audio SFX_Not_Very_Effective, Ch7
 
 SFX_Battle_12::
-	sfx SFX_Battle_12, CH7_
+	audio SFX_Battle_12, Ch7
 
 SFX_Battle_13::
-	sfx SFX_Battle_13, CH7_
+	audio SFX_Battle_13, Ch7
 
 SFX_Battle_14::
-	sfx SFX_Battle_14, CH7_
+	audio SFX_Battle_14, Ch7
 
 SFX_Vine_Whip::
-	sfx SFX_Vine_Whip, CH7_
+	audio SFX_Vine_Whip, Ch7
 
 SFX_Battle_16::
-	sfx SFX_Battle_16, CH7_
+	audio SFX_Battle_16, Ch7
 
 SFX_Battle_17::
-	sfx SFX_Battle_17, CH7_
+	audio SFX_Battle_17, Ch7
 
 SFX_Battle_18::
-	sfx SFX_Battle_18, CH7_
+	audio SFX_Battle_18, Ch7
 
 SFX_Battle_19::
-	sfx SFX_Battle_19, CH7_
+	audio SFX_Battle_19, Ch7
 
 SFX_Super_Effective::
-	sfx SFX_Super_Effective, CH7_
+	audio SFX_Super_Effective, Ch7
 
 SFX_Battle_1B::
-	sfx SFX_Battle_1B, CH7_
+	audio SFX_Battle_1B, Ch7
 
 SFX_Battle_1C::
-	sfx SFX_Battle_1C, CH7_
+	audio SFX_Battle_1C, Ch7
 
 SFX_Doubleslap::
-	sfx SFX_Doubleslap, CH7_
+	audio SFX_Doubleslap, Ch7
 
 SFX_Battle_1E::
-	sfx SFX_Battle_1E, CH4_ | CH7_
+	audio SFX_Battle_1E, Ch4, Ch7
 
 SFX_Horn_Drill::
-	sfx SFX_Horn_Drill, CH7_
+	audio SFX_Horn_Drill, Ch7
 
 SFX_Battle_20::
-	sfx SFX_Battle_20, CH7_
+	audio SFX_Battle_20, Ch7
 
 SFX_Battle_21::
-	sfx SFX_Battle_21, CH7_
+	audio SFX_Battle_21, Ch7
 
 SFX_Battle_22::
-	sfx SFX_Battle_22, CH7_
+	audio SFX_Battle_22, Ch7
 
 SFX_Battle_23::
-	sfx SFX_Battle_23, CH7_
+	audio SFX_Battle_23, Ch7
 
 SFX_Battle_24::
-	sfx SFX_Battle_24, CH4_ | CH7_
+	audio SFX_Battle_24, Ch4, Ch7
 
 SFX_Battle_25::
-	sfx SFX_Battle_25, CH7_
+	audio SFX_Battle_25, Ch7
 
 SFX_Battle_26::
-	sfx SFX_Battle_26, CH7_
+	audio SFX_Battle_26, Ch7
 
 SFX_Battle_27::
-	sfx SFX_Battle_27, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_27, Ch4, Ch5, Ch7
 
 SFX_Battle_28::
-	sfx SFX_Battle_28, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_28, Ch4, Ch5, Ch7
 
 SFX_Battle_29::
-	sfx SFX_Battle_29, CH4_ | CH7_
+	audio SFX_Battle_29, Ch4, Ch7
 
 SFX_Battle_2A::
-	sfx SFX_Battle_2A, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_2A, Ch4, Ch5, Ch7
 
 SFX_Battle_2B::
-	sfx SFX_Battle_2B, CH4_ | CH7_
+	audio SFX_Battle_2B, Ch4, Ch7
 
 SFX_Battle_2C::
-	sfx SFX_Battle_2C, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_2C, Ch4, Ch5, Ch7
 
 SFX_Psybeam::
-	sfx SFX_Psybeam, CH4_ | CH5_ | CH7_
+	audio SFX_Psybeam, Ch4, Ch5, Ch7
 
 SFX_Battle_2E::
-	sfx SFX_Battle_2E, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_2E, Ch4, Ch5, Ch7
 
 SFX_Battle_2F::
-	sfx SFX_Battle_2F, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_2F, Ch4, Ch5, Ch7
 
 SFX_Psychic_M::
-	sfx SFX_Psychic_M, CH4_ | CH5_ | CH7_
+	audio SFX_Psychic_M, Ch4, Ch5, Ch7
 
 SFX_Battle_31::
-	sfx SFX_Battle_31, CH4_ | CH5_
+	audio SFX_Battle_31, Ch4, Ch5
 
 SFX_Battle_32::
-	sfx SFX_Battle_32, CH4_ | CH5_
+	audio SFX_Battle_32, Ch4, Ch5
 
 SFX_Battle_33::
-	sfx SFX_Battle_33, CH4_ | CH5_
+	audio SFX_Battle_33, Ch4, Ch5
 
 SFX_Battle_34::
-	sfx SFX_Battle_34, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_34, Ch4, Ch5, Ch7
 
 SFX_Battle_35::
-	sfx SFX_Battle_35, CH4_ | CH5_
+	audio SFX_Battle_35, Ch4, Ch5
 
 SFX_Battle_36::
-	sfx SFX_Battle_36, CH4_ | CH5_ | CH7_
+	audio SFX_Battle_36, Ch4, Ch5, Ch7
 
 SFX_Silph_Scope::
-	sfx SFX_Silph_Scope, CH4_
+	audio SFX_Silph_Scope, Ch4
--- a/audio/headers/sfxheaders3.asm
+++ b/audio/headers/sfxheaders3.asm
@@ -2,310 +2,310 @@
 	db $ff, $ff, $ff ; padding
 
 SFX_Snare1_3::
-	sfx SFX_Snare1_3, CH7_
+	audio SFX_Snare1_3, Ch7
 
 SFX_Snare2_3::
-	sfx SFX_Snare2_3, CH7_
+	audio SFX_Snare2_3, Ch7
 
 SFX_Snare3_3::
-	sfx SFX_Snare3_3, CH7_
+	audio SFX_Snare3_3, Ch7
 
 SFX_Snare4_3::
-	sfx SFX_Snare4_3, CH7_
+	audio SFX_Snare4_3, Ch7
 
 SFX_Snare5_3::
-	sfx SFX_Snare5_3, CH7_
+	audio SFX_Snare5_3, Ch7
 
 SFX_Triangle1_3::
-	sfx SFX_Triangle1_3, CH7_
+	audio SFX_Triangle1_3, Ch7
 
 SFX_Triangle2_3::
-	sfx SFX_Triangle2_3, CH7_
+	audio SFX_Triangle2_3, Ch7
 
 SFX_Snare6_3::
-	sfx SFX_Snare6_3, CH7_
+	audio SFX_Snare6_3, Ch7
 
 SFX_Snare7_3::
-	sfx SFX_Snare7_3, CH7_
+	audio SFX_Snare7_3, Ch7
 
 SFX_Snare8_3::
-	sfx SFX_Snare8_3, CH7_
+	audio SFX_Snare8_3, Ch7
 
 SFX_Snare9_3::
-	sfx SFX_Snare9_3, CH7_
+	audio SFX_Snare9_3, Ch7
 
 SFX_Cymbal1_3::
-	sfx SFX_Cymbal1_3, CH7_
+	audio SFX_Cymbal1_3, Ch7
 
 SFX_Cymbal2_3::
-	sfx SFX_Cymbal2_3, CH7_
+	audio SFX_Cymbal2_3, Ch7
 
 SFX_Cymbal3_3::
-	sfx SFX_Cymbal3_3, CH7_
+	audio SFX_Cymbal3_3, Ch7
 
 SFX_Muted_Snare1_3::
-	sfx SFX_Muted_Snare1_3, CH7_
+	audio SFX_Muted_Snare1_3, Ch7
 
 SFX_Triangle3_3::
-	sfx SFX_Triangle3_3, CH7_
+	audio SFX_Triangle3_3, Ch7
 
 SFX_Muted_Snare2_3::
-	sfx SFX_Muted_Snare2_3, CH7_
+	audio SFX_Muted_Snare2_3, Ch7
 
 SFX_Muted_Snare3_3::
-	sfx SFX_Muted_Snare3_3, CH7_
+	audio SFX_Muted_Snare3_3, Ch7
 
 SFX_Muted_Snare4_3::
-	sfx SFX_Muted_Snare4_3, CH7_
+	audio SFX_Muted_Snare4_3, Ch7
 
 SFX_Cry00_3::
-	sfx SFX_Cry00_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry00_3, Ch4, Ch5, Ch7
 
 SFX_Cry01_3::
-	sfx SFX_Cry01_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry01_3, Ch4, Ch5, Ch7
 
 SFX_Cry02_3::
-	sfx SFX_Cry02_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry02_3, Ch4, Ch5, Ch7
 
 SFX_Cry03_3::
-	sfx SFX_Cry03_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry03_3, Ch4, Ch5, Ch7
 
 SFX_Cry04_3::
-	sfx SFX_Cry04_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry04_3, Ch4, Ch5, Ch7
 
 SFX_Cry05_3::
-	sfx SFX_Cry05_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry05_3, Ch4, Ch5, Ch7
 
 SFX_Cry06_3::
-	sfx SFX_Cry06_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry06_3, Ch4, Ch5, Ch7
 
 SFX_Cry07_3::
-	sfx SFX_Cry07_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry07_3, Ch4, Ch5, Ch7
 
 SFX_Cry08_3::
-	sfx SFX_Cry08_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry08_3, Ch4, Ch5, Ch7
 
 SFX_Cry09_3::
-	sfx SFX_Cry09_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry09_3, Ch4, Ch5, Ch7
 
 SFX_Cry0A_3::
-	sfx SFX_Cry0A_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0A_3, Ch4, Ch5, Ch7
 
 SFX_Cry0B_3::
-	sfx SFX_Cry0B_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0B_3, Ch4, Ch5, Ch7
 
 SFX_Cry0C_3::
-	sfx SFX_Cry0C_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0C_3, Ch4, Ch5, Ch7
 
 SFX_Cry0D_3::
-	sfx SFX_Cry0D_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0D_3, Ch4, Ch5, Ch7
 
 SFX_Cry0E_3::
-	sfx SFX_Cry0E_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0E_3, Ch4, Ch5, Ch7
 
 SFX_Cry0F_3::
-	sfx SFX_Cry0F_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry0F_3, Ch4, Ch5, Ch7
 
 SFX_Cry10_3::
-	sfx SFX_Cry10_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry10_3, Ch4, Ch5, Ch7
 
 SFX_Cry11_3::
-	sfx SFX_Cry11_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry11_3, Ch4, Ch5, Ch7
 
 SFX_Cry12_3::
-	sfx SFX_Cry12_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry12_3, Ch4, Ch5, Ch7
 
 SFX_Cry13_3::
-	sfx SFX_Cry13_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry13_3, Ch4, Ch5, Ch7
 
 SFX_Cry14_3::
-	sfx SFX_Cry14_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry14_3, Ch4, Ch5, Ch7
 
 SFX_Cry15_3::
-	sfx SFX_Cry15_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry15_3, Ch4, Ch5, Ch7
 
 SFX_Cry16_3::
-	sfx SFX_Cry16_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry16_3, Ch4, Ch5, Ch7
 
 SFX_Cry17_3::
-	sfx SFX_Cry17_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry17_3, Ch4, Ch5, Ch7
 
 SFX_Cry18_3::
-	sfx SFX_Cry18_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry18_3, Ch4, Ch5, Ch7
 
 SFX_Cry19_3::
-	sfx SFX_Cry19_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry19_3, Ch4, Ch5, Ch7
 
 SFX_Cry1A_3::
-	sfx SFX_Cry1A_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1A_3, Ch4, Ch5, Ch7
 
 SFX_Cry1B_3::
-	sfx SFX_Cry1B_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1B_3, Ch4, Ch5, Ch7
 
 SFX_Cry1C_3::
-	sfx SFX_Cry1C_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1C_3, Ch4, Ch5, Ch7
 
 SFX_Cry1D_3::
-	sfx SFX_Cry1D_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1D_3, Ch4, Ch5, Ch7
 
 SFX_Cry1E_3::
-	sfx SFX_Cry1E_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1E_3, Ch4, Ch5, Ch7
 
 SFX_Cry1F_3::
-	sfx SFX_Cry1F_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry1F_3, Ch4, Ch5, Ch7
 
 SFX_Cry20_3::
-	sfx SFX_Cry20_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry20_3, Ch4, Ch5, Ch7
 
 SFX_Cry21_3::
-	sfx SFX_Cry21_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry21_3, Ch4, Ch5, Ch7
 
 SFX_Cry22_3::
-	sfx SFX_Cry22_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry22_3, Ch4, Ch5, Ch7
 
 SFX_Cry23_3::
-	sfx SFX_Cry23_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry23_3, Ch4, Ch5, Ch7
 
 SFX_Cry24_3::
-	sfx SFX_Cry24_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry24_3, Ch4, Ch5, Ch7
 
 SFX_Cry25_3::
-	sfx SFX_Cry25_3, CH4_ | CH5_ | CH7_
+	audio SFX_Cry25_3, Ch4, Ch5, Ch7
 
 SFX_Get_Item1_3::
-	sfx SFX_Get_Item1_3, CH4_ | CH5_ | CH6_
+	audio SFX_Get_Item1_3, Ch4, Ch5, Ch6
 
 SFX_Get_Item2_3::
-	sfx SFX_Get_Item2_3, CH4_ | CH5_ | CH6_
+	audio SFX_Get_Item2_3, Ch4, Ch5, Ch6
 
 SFX_Tink_3::
-	sfx SFX_Tink_3, CH4_
+	audio SFX_Tink_3, Ch4
 
 SFX_Heal_HP_3::
-	sfx SFX_Heal_HP_3, CH4_
+	audio SFX_Heal_HP_3, Ch4
 
 SFX_Heal_Ailment_3::
-	sfx SFX_Heal_Ailment_3, CH4_
+	audio SFX_Heal_Ailment_3, Ch4
 
 SFX_Start_Menu_3::
-	sfx SFX_Start_Menu_3, CH7_
+	audio SFX_Start_Menu_3, Ch7
 
 SFX_Press_AB_3::
-	sfx SFX_Press_AB_3, CH4_
+	audio SFX_Press_AB_3, Ch4
 
 SFX_Pokedex_Rating_3::
-	sfx SFX_Pokedex_Rating_3, CH4_ | CH5_ | CH6_
+	audio SFX_Pokedex_Rating_3, Ch4, Ch5, Ch6
 
 SFX_Get_Key_Item_3::
-	sfx SFX_Get_Key_Item_3, CH4_ | CH5_ | CH6_
+	audio SFX_Get_Key_Item_3, Ch4, Ch5, Ch6
 
 SFX_Poisoned_3::
-	sfx SFX_Poisoned_3, CH4_
+	audio SFX_Poisoned_3, Ch4
 
 SFX_Trade_Machine_3::
-	sfx SFX_Trade_Machine_3, CH4_
+	audio SFX_Trade_Machine_3, Ch4
 
 SFX_Turn_On_PC_3::
-	sfx SFX_Turn_On_PC_3, CH4_
+	audio SFX_Turn_On_PC_3, Ch4
 
 SFX_Turn_Off_PC_3::
-	sfx SFX_Turn_Off_PC_3, CH4_
+	audio SFX_Turn_Off_PC_3, Ch4
 
 SFX_Enter_PC_3::
-	sfx SFX_Enter_PC_3, CH4_
+	audio SFX_Enter_PC_3, Ch4
 
 SFX_Shrink_3::
-	sfx SFX_Shrink_3, CH4_
+	audio SFX_Shrink_3, Ch4
 
 SFX_Switch_3::
-	sfx SFX_Switch_3, CH4_
+	audio SFX_Switch_3, Ch4
 
 SFX_Healing_Machine_3::
-	sfx SFX_Healing_Machine_3, CH4_
+	audio SFX_Healing_Machine_3, Ch4
 
 SFX_Teleport_Exit1_3::
-	sfx SFX_Teleport_Exit1_3, CH4_
+	audio SFX_Teleport_Exit1_3, Ch4
 
 SFX_Teleport_Enter1_3::
-	sfx SFX_Teleport_Enter1_3, CH4_
+	audio SFX_Teleport_Enter1_3, Ch4
 
 SFX_Teleport_Exit2_3::
-	sfx SFX_Teleport_Exit2_3, CH4_
+	audio SFX_Teleport_Exit2_3, Ch4
 
 SFX_Ledge_3::
-	sfx SFX_Ledge_3, CH4_
+	audio SFX_Ledge_3, Ch4
 
 SFX_Teleport_Enter2_3::
-	sfx SFX_Teleport_Enter2_3, CH7_
+	audio SFX_Teleport_Enter2_3, Ch7
 
 SFX_Fly_3::
-	sfx SFX_Fly_3, CH7_
+	audio SFX_Fly_3, Ch7
 
 SFX_Denied_3::
-	sfx SFX_Denied_3, CH4_ | CH5_
+	audio SFX_Denied_3, Ch4, Ch5
 
 SFX_Arrow_Tiles_3::
-	sfx SFX_Arrow_Tiles_3, CH4_
+	audio SFX_Arrow_Tiles_3, Ch4
 
 SFX_Push_Boulder_3::
-	sfx SFX_Push_Boulder_3, CH7_
+	audio SFX_Push_Boulder_3, Ch7
 
 SFX_SS_Anne_Horn_3::
-	sfx SFX_SS_Anne_Horn_3, CH4_ | CH5_
+	audio SFX_SS_Anne_Horn_3, Ch4, Ch5
 
 SFX_Withdraw_Deposit_3::
-	sfx SFX_Withdraw_Deposit_3, CH4_
+	audio SFX_Withdraw_Deposit_3, Ch4
 
 SFX_Cut_3::
-	sfx SFX_Cut_3, CH7_
+	audio SFX_Cut_3, Ch7
 
 SFX_Go_Inside_3::
-	sfx SFX_Go_Inside_3, CH7_
+	audio SFX_Go_Inside_3, Ch7
 
 SFX_Swap_3::
-	sfx SFX_Swap_3, CH4_ | CH5_
+	audio SFX_Swap_3, Ch4, Ch5
 
 SFX_59_3::
-	sfx SFX_59_3, CH4_ | CH5_
+	audio SFX_59_3, Ch4, Ch5
 
 SFX_Purchase_3::
-	sfx SFX_Purchase_3, CH4_ | CH5_
+	audio SFX_Purchase_3, Ch4, Ch5
 
 SFX_Collision_3::
-	sfx SFX_Collision_3, CH4_
+	audio SFX_Collision_3, Ch4
 
 SFX_Go_Outside_3::
-	sfx SFX_Go_Outside_3, CH7_
+	audio SFX_Go_Outside_3, Ch7
 
 SFX_Save_3::
-	sfx SFX_Save_3, CH4_ | CH5_
+	audio SFX_Save_3, Ch4, Ch5
 
 SFX_Intro_Lunge::
-	sfx SFX_Intro_Lunge, CH7_
+	audio SFX_Intro_Lunge, Ch7
 
 SFX_Intro_Hip::
-	sfx SFX_Intro_Hip, CH4_
+	audio SFX_Intro_Hip, Ch4
 
 SFX_Intro_Hop::
-	sfx SFX_Intro_Hop, CH4_
+	audio SFX_Intro_Hop, Ch4
 
 SFX_Intro_Raise::
-	sfx SFX_Intro_Raise, CH7_
+	audio SFX_Intro_Raise, Ch7
 
 SFX_Intro_Crash::
-	sfx SFX_Intro_Crash, CH7_
+	audio SFX_Intro_Crash, Ch7
 
 SFX_Intro_Whoosh::
-	sfx SFX_Intro_Whoosh, CH7_
+	audio SFX_Intro_Whoosh, Ch7
 
 SFX_Slots_Stop_Wheel::
-	sfx SFX_Slots_Stop_Wheel, CH4_
+	audio SFX_Slots_Stop_Wheel, Ch4
 
 SFX_Slots_Reward::
-	sfx SFX_Slots_Reward, CH4_
+	audio SFX_Slots_Reward, Ch4
 
 SFX_Slots_New_Spin::
-	sfx SFX_Slots_New_Spin, CH4_ | CH5_
+	audio SFX_Slots_New_Spin, Ch4, Ch5
 
 SFX_Shooting_Star::
-	sfx SFX_Shooting_Star, CH4_
+	audio SFX_Shooting_Star, Ch4
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -872,7 +872,7 @@
 	ld a, SFX_FAINT_FALL
 	call PlaySoundWaitForCurrent
 .sfxwait
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp SFX_FAINT_FALL
 	jr z, .sfxwait
 	ld a, SFX_FAINT_THUD
@@ -956,7 +956,7 @@
 ; the low health alarm and prevents it from reactivating until the next battle.
 	xor a
 	ld [wLowHealthAlarm], a ; turn off low health alarm
-	ld [wChannelSoundIDs + CH4], a
+	ld [wChannelSoundIDs + Ch4], a
 	inc a
 	ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
 	ret
@@ -1954,7 +1954,7 @@
 	ld [hl], $0
 	ret z
 	xor a
-	ld [wChannelSoundIDs + CH4], a
+	ld [wChannelSoundIDs + Ch4], a
 	ret
 .setLowHealthAlarm
 	ld hl, wLowHealthAlarm
--- a/engine/battle/end_of_battle.asm
+++ b/engine/battle/end_of_battle.asm
@@ -46,7 +46,7 @@
 .resetVariables
 	xor a
 	ld [wLowHealthAlarm], a ;disable low health alarm
-	ld [wChannelSoundIDs + CH4], a
+	ld [wChannelSoundIDs + Ch4], a
 	ld [wIsInBattle], a
 	ld [wBattleType], a
 	ld [wMoveMissed], a
--- a/engine/evolution.asm
+++ b/engine/evolution.asm
@@ -8,7 +8,7 @@
 	push af
 	xor a
 	ld [wLowHealthAlarm], a
-	ld [wChannelSoundIDs + CH4], a
+	ld [wChannelSoundIDs + Ch4], a
 	dec a
 	ld [wNewSoundID], a
 	call PlaySound
--- a/engine/hidden_object_functions7.asm
+++ b/engine/hidden_object_functions7.asm
@@ -71,7 +71,7 @@
 	ld a, SFX_SAFARI_ZONE_PA
 	call PlayMusic
 .waitForMusicToPlay
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp SFX_SAFARI_ZONE_PA
 	jr nz, .waitForMusicToPlay
 	ld a, TEXT_SAFARI_GAME_OVER
--- a/engine/items/items.asm
+++ b/engine/items/items.asm
@@ -990,7 +990,7 @@
 .notFullHP ; if the pokemon's current HP doesn't equal its max HP
 	xor a
 	ld [wLowHealthAlarm],a ;disable low health alarm
-	ld [wChannelSoundIDs + CH4],a
+	ld [wChannelSoundIDs + Ch4],a
 	push hl
 	push de
 	ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1)
@@ -1777,7 +1777,7 @@
 	call WaitForSoundToFinish ; wait for sound to end
 	callba Music_PokeFluteInBattle ; play in-battle pokeflute music
 .musicWaitLoop ; wait for music to finish playing
-	ld a,[wChannelSoundIDs + CH6]
+	ld a,[wChannelSoundIDs + Ch6]
 	and a ; music off?
 	jr nz,.musicWaitLoop
 .skipMusic
@@ -1850,7 +1850,7 @@
 	ld c, BANK(SFX_Pokeflute)
 	call PlayMusic
 .musicWaitLoop ; wait for music to finish playing
-	ld a,[wChannelSoundIDs + CH2]
+	ld a,[wChannelSoundIDs + Ch2]
 	cp a, SFX_POKEFLUE
 	jr z,.musicWaitLoop
 	call PlayDefaultMusic ; start playing normal music again
--- a/engine/overworld/elevator.asm
+++ b/engine/overworld/elevator.asm
@@ -33,7 +33,7 @@
 	ld a, SFX_SAFARI_ZONE_PA
 	call PlayMusic
 .musicLoop
-	ld a, [wChannelSoundIDs + CH4]
+	ld a, [wChannelSoundIDs + Ch4]
 	cp SFX_SAFARI_ZONE_PA
 	jr z, .musicLoop
 	call UpdateSprites
--- a/home.asm
+++ b/home.asm
@@ -3214,7 +3214,7 @@
 	ret nz
 	push hl
 .waitLoop
-	ld hl, wChannelSoundIDs + CH4
+	ld hl, wChannelSoundIDs + Ch4
 	xor a
 	or [hl]
 	inc hl
--- a/home/audio.asm
+++ b/home/audio.asm
@@ -148,10 +148,10 @@
 	and a
 	jr z, .next
 	xor a
-	ld [wChannelSoundIDs + CH4], a
-	ld [wChannelSoundIDs + CH5], a
-	ld [wChannelSoundIDs + CH6], a
-	ld [wChannelSoundIDs + CH7], a
+	ld [wChannelSoundIDs + Ch4], a
+	ld [wChannelSoundIDs + Ch5], a
+	ld [wChannelSoundIDs + Ch6], a
+	ld [wChannelSoundIDs + Ch7], a
 .next
 	ld a, [wAudioFadeOutControl]
 	and a ; has a fade-out length been specified?
--- a/home/overworld.asm
+++ b/home/overworld.asm
@@ -1244,7 +1244,7 @@
 	call CheckTilePassable
 	jr nc,.noCollision
 .collision
-	ld a,[wChannelSoundIDs + CH4]
+	ld a,[wChannelSoundIDs + Ch4]
 	cp SFX_COLLISION ; check if collision sound is already playing
 	jr z,.setCarry
 	ld a,SFX_COLLISION
@@ -1948,7 +1948,7 @@
 	jr z,.stopSurfing ; stop surfing if the tile is passable
 	jr .loop
 .collision
-	ld a,[wChannelSoundIDs + CH4]
+	ld a,[wChannelSoundIDs + Ch4]
 	cp SFX_COLLISION ; check if collision sound is already playing
 	jr z,.setCarry
 	ld a,SFX_COLLISION
--- a/macros.asm
+++ b/macros.asm
@@ -392,64 +392,29 @@
 	call PlaySound
 	endm
 
-;1_channel	EQU $00
-;2_channels	EQU $40
-;3_channels	EQU $80
-;4_channels	EQU $C0
+Ch0    EQU 0
+Ch1    EQU 1
+Ch2    EQU 2
+Ch3    EQU 3
+Ch4    EQU 4
+Ch5    EQU 5
+Ch6    EQU 6
+Ch7    EQU 7
 
-CH0		EQU 0
-CH1		EQU 1
-CH2		EQU 2
-CH3		EQU 3
-CH4		EQU 4
-CH5		EQU 5
-CH6		EQU 6
-CH7		EQU 7
-
-CH0_ EQU 1 << CH0
-CH1_ EQU 1 << CH1
-CH2_ EQU 1 << CH2
-CH3_ EQU 1 << CH3
-CH4_ EQU 1 << CH4
-CH5_ EQU 1 << CH5
-CH6_ EQU 1 << CH6
-CH7_ EQU 1 << CH7
-
-; channel 0 is not optional
-music: MACRO
-	db ((((\2 & CH0_) >> CH0) + ((\2 & CH1_) >> CH1) + ((\2 & CH2_) >> CH2) + ((\2 & CH3_) >> CH3)) - 1) << 6 | CH0
-	dw \1_Ch0
-	IF \2 & CH1_
-		db CH1
-		dw \1_Ch1
+audio: MACRO
+	db (_NARG - 2) << 6 | \2
+	dw \1_\2
+	IF _NARG > 2
+		db \3
+		dw \1_\3
 	ENDC
-	IF \2 & CH2_
-		db CH2
-		dw \1_Ch2
+	IF _NARG > 3
+		db \4
+		dw \1_\4
 	ENDC
-	IF \2 & CH3_
-		db CH3
-		dw \1_Ch3
-	ENDC
-ENDM
-
-; do not start a sound effect with channel 5 or 6, only channel 4 or 7
-sfx: MACRO
-	IF \2 & CH4_
-		db ((((\2 & CH4_) >> CH4) + ((\2 & CH5_) >> CH5) + ((\2 & CH6_) >> CH6) + ((\2 & CH7_) >> CH7)) - 1) << 6 | CH4
-		dw \1_Ch4
-	ENDC
-	IF \2 & CH5_
-		db CH5
-		dw \1_Ch5
-	ENDC
-	IF \2 & CH6_
-		db CH6
-		dw \1_Ch6
-	ENDC
-	IF \2 & CH7_
-		db CH7
-		dw \1_Ch7
+	IF _NARG > 4
+		db \5
+		dw \1_\5
 	ENDC
 ENDM
 
--- a/scripts/pewterpokecenter.asm
+++ b/scripts/pewterpokecenter.asm
@@ -60,7 +60,7 @@
 
 	ld a, [wChannelSoundIDs]
 	ld b, a
-	ld a, [wChannelSoundIDs + CH1]
+	ld a, [wChannelSoundIDs + Ch1]
 	or b
 	jr nz, .loop