Original FM patches rendered with Nuked OPL3 in compatibility mode. These are isolated auditions using the original instrument, pitch and volume routines—not recordings of a complete game session. Distance, Doppler, voice competition and most live callbacks are omitted.
One-shot holds use the stored duration at an assumed 500 timer units/second. Zero-duration ambient records and object baselines are held for two seconds; patch auditions use a one-second reference tone. Each includes two seconds of release. Record 37BA starts at zero volume and has no fabricated preview.
Isolated baseline; live game modulation not applied. Gameplay identification and call site confirmed. Enter handler B956–B977 deducts boost reserve, activates boost and schedules 3792 via 36A6.
Isolated baseline; live game modulation not applied. Gameplay identification; lattice and state gate verified. Callback selects the 13,49,85,121 lattice on each axis, matching all 16 Delphi type-12 cells. It checks state bits E0, not the tile ID itself. The same grid and state gate control regional radar coverage (5A75/59A3). Timer-change bit 0200 gates retriggering; stored duration is 112 timer units.
Isolated baseline; live game modulation not applied. Gameplay identification and call site confirmed. HUD update 5700–571B schedules this when the displayed boost-pip count increases. It is not the Enter activation sound.
Isolated baseline; live game modulation not applied. Source selection verified; descriptive building/sound identity partly inferred. Fixed region-selected emitter positions, not a sound attached to every matching building. Repeats every 1,920 timer units; identification as power-complex ambience is inferred from location, not listening confirmation.
Isolated baseline; live game modulation not applied. Source selection verified; descriptive building/sound identity partly inferred. Fixed region-selected emitter positions, not a sound attached to every matching building. This sound was tentatively identified during gameplay; positions support the association. Sources lie within three power-station complexes; two are on empty map cells between components.
Original clock-driven pitch callback included. Gameplay identification; original source selection verified. Fixed region-selected emitter positions, not a sound attached to every matching building. Listening during gameplay associates this sound with factory chimneys generally; the recovered positions support that association. Three sources sit on type 80 and one on type 79. Original clock-driven pitch modulation is included in the audition.
Isolated baseline; live game modulation not applied. Callback association; descriptive identity not listening-confirmed. 3703 uses the landing-cell coordinate at C81E and accepts the source while byte 3708 is nonzero. Landing code writes that byte from the gate parameter. This is distinct from the approach-light models.
Isolated baseline; live game modulation not applied. Map position and original callback verified; heard during gameplay. Fixed emitter at type 105, cell (56, 65), surrounding the fountain. Same patch as the other three bells; distinct pitch and repeat interval.
Isolated baseline; live game modulation not applied. Map position and original callback verified; heard during gameplay. Fixed emitter at type 105, cell (61, 65), surrounding the fountain. Same patch as the other three bells; distinct pitch and repeat interval.
Isolated baseline; live game modulation not applied. Map position and original callback verified; heard during gameplay. Fixed emitter at type 105, cell (56, 70), surrounding the fountain. Same patch as the other three bells; distinct pitch and repeat interval.
Isolated baseline; live game modulation not applied. Map position and original callback verified; heard during gameplay. Fixed emitter at type 105, cell (61, 70), surrounding the fountain. Same patch as the other three bells; distinct pitch and repeat interval.
effect-38aa — Caero weapon-selection / control confirmation
Isolated baseline; live game modulation not applied. Gameplay identification and call sites confirmed. Weapon selection C894–C89B calls B903, which selects 38AA for Caero. Other craft use 38D2. B903 is also used by engine/shield-control handling, so this is not an exclusive weapon sound.
Isolated baseline; live game modulation not applied. Call-site identification. B903 adds 28h to 38AA for non-Caero craft; shared by weapon selection and control confirmation.
Isolated baseline; live game modulation not applied. Gameplay-based suggestion supported by call sites. E handler B8E7 sets pitch 0302 and duration FF (4,080 timer units). Display code 580F–5821 switches pitch to 0362 and duration 12 (288 units). Baseline preview uses the unmodified record (pitch 0604, duration 64); it is not either exact triggered phase.Ship / projectile baseline sounds (17 previews)