ref: b045ac4f16ca9b611a3e3baef0d9a0c33ac6351c
dir: /audio/poke_flute.asm/
Music_PokeFluteInBattle:: ; begin playing the "caught mon" sound effect ld a, SFX_CAUGHT_MON call PlaySoundWaitForCurrent ; then immediately overwrite the channel pointers ld hl, wChannelCommandPointers + Ch5 * 2 ld de, SFX_Pokeflute_Ch5 call Audio2_OverwriteChannelPointer ld de, SFX_Pokeflute_Ch6 call Audio2_OverwriteChannelPointer ld de, SFX_Pokeflute_Ch7 Audio2_OverwriteChannelPointer: ld a, e ld [hli], a ld a, d ld [hli], a ret