#pragma once /****************** * AUDIO SETTINGS * ******************/ /** * Do not restart the music on cap grabs. */ #define PERSISTENT_CAP_MUSIC /** * Red coins should use the unchanging JP sound effect. */ // #define JP_RED_COIN_SOUND /** * In vanilla, Mario's sounds are pitch shifted in real time in order to maintain a sense of consistency. This can be annoying when replacing Mario's sounds. * This define will disable this behavior, making sound replacements easier to manage. Use of this is not recommended unless you're actually replacing Mario's sounds. * When toggling this define, you will need to run `make clean` for it to apply. */ // #define DISABLE_MARIO_PITCH_SHIFTING /** * Enables the additional spacial processing that takes place with sound effects in vanilla. * SM64's implementation of this isn't the best, which causes some sounds like the waterfall in castle grounds to sound more unpleasant than necessary. * This is not the same thing as enabling stereo audio, but it does represent the sole differences between the Stereo and Headset sound options. * Because of this, the Headset sound option will also not appear in the file select menu with this disabled. * Leaving this disabled may also be slightly beneficial for CPU performance. */ // #define ENABLE_STEREO_HEADSET_EFFECTS /** * Increase audio heap size to allow for larger/more custom sequences/banks/sfx to be imported without causing issues (not supported for SH). * Note that this is REQUIRED in order to use the extended 0C audio bank. Do not disable this if you're planning on using it. */ #define EXPAND_AUDIO_HEAP /** * The maximum number of notes (sfx inclusive) that can sound at any given time (not supported for SH). * Lower values may cause notes to get cut more easily but can potentially improve performance slightly. * Lower values may cause problems with streamed audio if a sequence used for it is missing channel priority data. * Vanilla by default only generally allocates 16 or 20 notes at once. Memory usage is always determined by the largest of the two values here (~7200 bytes per US/JP note). */ #define MAX_SIMULTANEOUS_NOTES_EMULATOR 40 #define MAX_SIMULTANEOUS_NOTES_CONSOLE 24 /** * Uses 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 presets can be configured in audio/data.c to meet desired aesthetic/performance needs. More detailed usage info can also be found on the HackerSM64 Wiki page. */ // #define BETTER_REVERB