ref: e88eebbc4dc7160b00f1af0008bc4b8bb5ef9aee
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