Reconfigure BETTER_REVERB console default parameters

This commit is contained in:
gheskett
2021-09-01 15:03:08 -07:00
parent a8eef384fc
commit b230f2b73f
2 changed files with 13 additions and 12 deletions

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@@ -87,7 +87,7 @@
// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Doesn't break treadmills anymore!
#define PLATFORM_DISPLACEMENT_2
// Stars don't kick you out of the level
// #define NON_STOP_STARS
//#define NON_STOP_STARS
// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
//#define GLOBAL_STAR_IDS
// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
@@ -98,9 +98,9 @@
#define PARALLEL_LAKITU_CAM
// Allows Mario to ledgegrab sloped floors
#define NO_FALSE_LEDGEGRABS
//Adds multiple languages to the game. Just a placeholder for the most part, because it only works with EU, and must be enabled with EU.
// Adds multiple languages to the game. Just a placeholder for the most part, because it only works with EU, and must be enabled with EU.
#define MULTILANG (0 || VERSION_EU)
//Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
//#define PUPPYCAM
@@ -118,8 +118,8 @@
// Include Puppyprint, a display library for text and large images. Also includes a custom, enhanced performance profiler.
//#define PUPPYPRINT
#define PUPPYPRINT_DEBUG 0
//Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither.
//If puppyprint is enabled, then this can be cycled only while the screen is active.
// Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither.
// If puppyprint is enabled, then this can be cycled only while the screen is active.
//#define VISUAL_DEBUG
// BUG/GAME QOL FIXES
@@ -168,10 +168,10 @@
// 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. Currently US/JP only.
//#define BETTER_REVERB
//Collision data is the type that the collision system uses. All data by default is stored as an s16, but you may change it to s32.
//Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
//Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
//Currently, they *must* say as s8, because the room tables generated by literally anything are explicitly u8 and don't use a macro, making this currently infeasable.
// Collision data is the type that the collision system uses. All data by default is stored as an s16, but you may change it to s32.
// Naturally, that would double the size of all collision data, but would allow you to use 32 bit values instead of 16.
// Rooms are s8 in vanilla, but if you somehow have more than 255 rooms, you may raise this number.
// Currently, they *must* say as s8, because the room tables generated by literally anything are explicitly u8 and don't use a macro, making this currently infeasable.
#define COLLISION_DATA_TYPE s16
#define ROOM_DATA_TYPE s8

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@@ -54,8 +54,9 @@
*
* If after changing the parameters, you hear increasing noise followed by a sudden disappearance of reverb and/or scratchy audio, this indicates an s16 overflow.
* If this happens, stop immediately and reduce the parameters at fault. This becomes a ticking time bomb, and may eventually result in very loud noise if it reaches the point of s32 overflow.
* Checks to prevent this have not been implemented to maximize performance potential, so choose your parameters wisely.
* Generally speaking, a sound that doesn't seem to be fading is a parameter red flag (also known as feedback).
* Depending on the violating parameters chosen, you probably won't ever experience s32 overflow, but s16 overflow still isn't a pleasant experience.
* Checks to prevent this have not been implemented to maximize performance potential, so choose your parameters wisely. The current defaults are unlikely to have this problem.
* Generally speaking, a sound that doesn't seem to be fading at a natural rate is a parameter red flag (also known as feedback).
*/
@@ -76,7 +77,7 @@ s8 betterReverbDownsampleEmulator = 2;
// Filter count should always be a multiple of 3. Never ever set this value to be greater than NUM_ALLPASS.
// Setting it to anything less 3 will disable reverb outright.
// This can be changed at any time, but is best set when calling audio_reset_session.
u32 reverbFilterCountConsole = NUM_ALLPASS - 3;
u32 reverbFilterCountConsole = NUM_ALLPASS - 6;
// This value represents the number of filters to use with the reverb. This can be decreased to improve performance, but at the cost of a lesser presence of reverb in the final audio.
// Filter count should always be a multiple of 3. Never ever set this value to be greater than NUM_ALLPASS.