Redocument some reverb parameters and adjust default values

This commit is contained in:
gheskett
2021-08-04 14:59:10 -05:00
parent 2d7ed3a0f6
commit 2b0e9f4803
2 changed files with 25 additions and 18 deletions

View File

@@ -155,7 +155,7 @@
#define IA8_COINS
// Use a much better implementation of reverb over vanilla's fake echo reverb. Great for caves or eerie levels, as well as just a better audio experience in general.
// Reverb parameters can be configured in audio/synthesis.c to meet desired aesthetic/performance needs.
//#define BETTER_REVERB
#define BETTER_REVERB
// If you want to change the extended boundaries mode, go to engine/extended_bounds.h and change EXTENDED_BOUNDS_MODE

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@@ -37,7 +37,8 @@
#define AUDIO_ALIGN(val, amnt) (((val) + (1 << amnt) - 1) & ~((1 << amnt) - 1))
/* -------------------------------------------------------BEGIN REVERB PARAMETERS-------------------------------------------------------------- */
/* ----------------------------------------------------------------------BEGIN REVERB PARAMETERS---------------------------------------------------------------------- */
/**
* This reverb is a much more natural, ambient implementation over vanilla's, though at the cost of some memory and performance.
@@ -48,9 +49,23 @@
* To use with M64 sequences, set the Effect parameter for each channel accordingly (CC 91 for MIDI files).
*/
s32 gReverbRevIndex = 0x7F; // Affects decay time mostly; can be messed with at any time (and also probably the most useful parameter here)
s32 gReverbGainIndex = 0xA3; // Affects signal immediately retransmitted back into buffers; can be messed with at any time
s32 gReverbWetSignal = 0xEF; // Amount of reverb specific output in final signal; can be messed with at any time
// Setting this to 4 corrupts the game, so set this value to -1 to use vanilla reverb if this is too slow, or if it just doesn't fit the desired aesthetic of a level.
// You can change this value before audio_reset_session gets called if different levels can tolerate the demand better than others or just have different reverb goals.
// A higher downsample value hits the game's frequency limit sooner, which can cause the reverb sometimes to be off pitch. This is a vanilla level issue (and also counter intuitive).
// Higher downsample values also result in slightly shorter reverb decay times.
s8 betterReverbConsoleDownsample = 3;
// Most emulators can handle a default value of 2, but 3 may be advisable in some cases if targeting older emulators (e.g. PJ64 1.6). Setting this to -1 also uses vanilla reverb.
// Using a value of 1 is not recommended except in very specific situations. If you do decide to use 1 here, you must adjust BETTER_REVERB_SIZE appropriately.
// You can change this value before audio_reset_session gets called if different levels can tolerate the demand better than others or just have different reverb goals.
// A higher downsample value hits the game's frequency limit sooner, which can cause the reverb sometimes to be off pitch. This is a vanilla level issue (and also counter intuitive).
// Higher downsample values also result in slightly shorter reverb decay times.
s8 betterReverbEmulatorDownsample = 2;
s32 gReverbRevIndex = 0x5F; // Affects decay time mostly (large values can cause terrible feedback!); can be messed with at any time
s32 gReverbGainIndex = 0x9F; // Affects signal immediately retransmitted back into buffers (mid-high values yield the strongest effect); can be messed with at any time
s32 gReverbWetSignal = 0xE7; // Amount of reverb specific output in final signal (also affects decay); can be messed with at any time
s32 gReverbDrySignal = 0x00; // Amount of original input in final signal (large values can cause terrible feedback!); can be messed with at any time
// This value controls the size of the reverb buffer. It affects the global reverb delay time. This is probably the easiest parameter to control usefully.
@@ -60,6 +75,10 @@ s32 gReverbDrySignal = 0x00; // Amount of original input in final signal (large
// Set to -1 to use a default preset instead. Higher values represent more audio delay (usually better for echoey spaces).
s32 betterReverbWindowsSize = -1;
/* ---------------------------------------------------------------------ADVANCED REVERB PARAMETERS-------------------------------------------------------------------- */
// These values affect filter delays. Bigger values will result in fatter echo (and more memory); must be cumulatively smaller than BETTER_REVERB_SIZE/4.
// If setting a reverb downsample value to 1, this must be smaller than BETTER_REVERB_SIZE/8.
// These values should never be changed unless in this declaration or during a call to audio_reset_session, as it could otherwise lead to a major memory leak or garbage audio.
@@ -88,20 +107,8 @@ const s32 reverbMults[2][NUM_ALLPASS / 3] = {
{0x38, 0x26, 0xCF, 0x71} // Right Channel
};
// Setting this to 4 corrupts the game, so set this value to -1 to use vanilla reverb if this is too slow, or if it just doesn't fit the desired aesthetic of a level.
// You can change this value before audio_reset_session gets called if different levels can tolerate the demand better than others or just have different reverb goals.
// A higher downsample value hits the game's frequency limit sooner, which can cause the reverb sometimes to be off pitch. This is a vanilla level issue (and also counter intuitive).
// Higher downsample values also result in slightly shorter reverb decay times.
s8 betterReverbConsoleDownsample = 3;
// Most emulators can handle a default value of 2, but 3 may be advisable in some cases if targeting older emulators (e.g. PJ64 1.6). Setting this to -1 also uses vanilla reverb.
// Using a value of 1 is not recommended except in very specific situations. If you do decide to use 1 here, you must adjust BETTER_REVERB_SIZE appropriately.
// You can change this value before audio_reset_session gets called if different levels can tolerate the demand better than others or just have different reverb goals.
// A higher downsample value hits the game's frequency limit sooner, which can cause the reverb sometimes to be off pitch. This is a vanilla level issue (and also counter intuitive).
// Higher downsample values also result in slightly shorter reverb decay times.
s8 betterReverbEmulatorDownsample = 2;
/* --------------------------------------------------------END REVERB PARAMETERS--------------------------------------------------------------- */
/* -----------------------------------------------------------------------END REVERB PARAMETERS----------------------------------------------------------------------- */
// Do not touch these values.
u8 toggleBetterReverb = TRUE;