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Wait_Next_Frame:
	POP DE
	LD A, $saved_rom_bank
	LD ($mem_sound_effect_pc), A
	LD A, D
	LD ($mem_sound_effect_pc+1), A
	LD A, E
	LD ($mem_sound_effect_pc+2), A
	RET

.MACRODEF RET_WAIT_NEXT_FRAME
	CALL =Wait_Next_Frame
.END

.MACRODEF RET_WAIT_NEXT_FRAME_SAVE_HL
	LD A, H
	LD ($mem_sound_effect_hl), A
	LD A, L
	LD ($mem_sound_effect_hl+1), A
	CALL =Wait_Next_Frame
	LD A, ($mem_sound_effect_hl)
	LD H, A
	LD A, ($mem_sound_effect_hl+1)
	LD L, A
.END

.MACRODEF CHANNEL_2_SOUND_EFFECT_LOOP =start =end
	LD HL, =start

	$loop:
		LD A, (HL+)
		LD ($18), A

		LD A, (HL+)
		LD ($19), A

		.RET_WAIT_NEXT_FRAME_SAVE_HL

		LD A, H
		CP high(=end)
		JR NZ, =$loop
		LD A, L
		CP low(=end)
		JR NZ, =$loop
	$end:
.END


Play_Sound_Effect:
	LD A, ($mem_sound_effect_pc)
	CP $ff
	RET Z
	.CHANGE_BANK_TO_A
	LD A, ($mem_sound_effect_pc+1)
	LD D, A
	LD A, ($mem_sound_effect_pc+2)
	LD E, A
	PUSH DE
	RET

.MACRODEF SET_SOUND_EFFECT =addr
	PUSH AF
	LD A, $mem_sound_flags
	AND 0b00111110
	JR NZ =$end
	LD A, bank(=addr)
	LD ($mem_sound_effect_pc), A
	LD A, high(ptr(=addr))
	LD ($mem_sound_effect_pc+1), A
	LD A, low(ptr(=addr))
	LD ($mem_sound_effect_pc+2), A
	$end:
	POP AF
.END