	.include "MPlayDef.s"

	.equ	s_TEKI_PISTON_Fall_grp, voicegroup001
	.equ	s_TEKI_PISTON_Fall_pri, 80
	.equ	s_TEKI_PISTON_Fall_rev, 0
	.equ	s_TEKI_PISTON_Fall_mvl, 80
	.equ	s_TEKI_PISTON_Fall_key, 0
	.equ	s_TEKI_PISTON_Fall_tbs, 1
	.equ	s_TEKI_PISTON_Fall_exg, 0
	.equ	s_TEKI_PISTON_Fall_cmp, 1

	.section .rodata
	.global	s_TEKI_PISTON_Fall
	.align	2

@**************** Track 1 (Midi-Chn.2) ****************@

s_TEKI_PISTON_Fall_1:
	.byte	KEYSH , s_TEKI_PISTON_Fall_key+0
@ 000   ----------------------------------------
	.byte	TEMPO , 150*s_TEKI_PISTON_Fall_tbs/2
	.byte		VOICE , 104
	.byte		VOL   , 100*s_TEKI_PISTON_Fall_mvl/mxv
	.byte		PAN   , c_v+0
	.byte		BENDR , 12
	.byte		BEND  , c_v+0
	.byte		N24   , Cn3 , v100
	.byte	W02
	.byte		BEND  , c_v-62
	.byte	W02
	.byte		        c_v-38
	.byte	W03
	.byte		        c_v-16
	.byte	W02
	.byte		        c_v+1
	.byte	W03
	.byte		        c_v+9
	.byte	W04
	.byte		        c_v+3
	.byte	W03
	.byte		        c_v-8
	.byte	W02
	.byte		        c_v-26
	.byte	W02
	.byte		        c_v-43
	.byte	W02
	.byte		        c_v-62
	.byte	FINE

@******************************************************@
	.align	2

s_TEKI_PISTON_Fall:
	.byte	1	@ NumTrks
	.byte	0	@ NumBlks
	.byte	s_TEKI_PISTON_Fall_pri	@ Priority
	.byte	s_TEKI_PISTON_Fall_rev	@ Reverb.

	.word	s_TEKI_PISTON_Fall_grp

	.word	s_TEKI_PISTON_Fall_1

	.end
