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Redocument more reverb stuff
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@@ -65,12 +65,12 @@ s8 betterReverbEmulatorDownsample = 2;
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s32 gReverbRevIndex = 0x5F; // Affects decay time mostly (large values can cause terrible feedback!); can be messed with at any time
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s32 gReverbGainIndex = 0x9F; // Affects signal immediately retransmitted back into buffers (mid-high values yield the strongest effect); can be messed with at any time
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s32 gReverbWetSignal = 0xE7; // Amount of reverb specific output in final signal (also affects decay); can be messed with at any time
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s32 gReverbWetSignal = 0xE7; // Amount of reverb specific output in final signal (also affects decay); can be messed with at any time, also very easy to control
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s32 gReverbDrySignal = 0x00; // Amount of original input in final signal (large values can cause terrible feedback!); can be messed with at any time
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// 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.
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// This value controls the size of the reverb buffer. It affects the global reverb delay time. This variable is one of the easiest to control.
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// It is not recommended setting this to values greater than 0x1000 * 2^(downsample factor - 1), as you run the risk of running into a memory issue (though this is far from a guarantee).
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// Setting the value lower than the downsample buffer size will destroy the game audio, so this is taken into account automatically but may limit the lower possibilities.
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// Setting the value lower than the downsample buffer size will destroy the game audio. This is taken into account automatically, but also means the value set here isn't what always gets used.
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// If this value is changed, it will go into effect the next time audio_reset_session is called.
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// Set to -1 to use a default preset instead. Higher values represent more audio delay (usually better for echoey spaces).
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s32 betterReverbWindowsSize = -1;
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