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* Bugfix: BETTER_REVERB starts before buffers are ready * Add support for preset options to be used with BETTER_REVERB * Some BETTER_REVERB cleanup * The funny whoops * Address suggested level script change * Bugfix: useReverb crashes when disabled * Allow window size override for vanilla-esque BETTER_REVERB presets * Remove unnecessary downsampling limit check * Fix up a few things + some slight reformatting * Add light documentation to the BETTER_REVERB parameters * Adjust BETTER_REVERB preset types to make more sense * Reset BETTER_REVERB data buffer to be unallocated when not in use * Properly disable BETTER_REVERB when disabling all reverb processing * Remove an unnecessary BETTER_REVERB ifdef * Remove D_80332108 * Revise BETTER_REVERB config description
44 lines
1.9 KiB
C
44 lines
1.9 KiB
C
#pragma once
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/******************
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* AUDIO SETTINGS *
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******************/
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/**
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* Do not restart the music on cap grabs.
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*/
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#define PERSISTENT_CAP_MUSIC
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/**
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* Red coins should use the unchanging JP sound effect.
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*/
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// #define JP_RED_COIN_SOUND
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/**
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* 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.
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* 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.
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* When toggling this define, you will need to run `make clean` for it to apply.
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*/
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// #define DISABLE_MARIO_PITCH_SHIFTING
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/**
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* Increase audio heap size to allow for larger/more custom sequences/banks/sfx to be imported without causing issues (not supported for SH).
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* 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.
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*/
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#define EXPAND_AUDIO_HEAP
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/**
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* The maximum number of notes (sfx inclusive) that can sound at any given time (not supported for SH).
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* Lower values may cause notes to get cut more easily but can potentially improve performance slightly.
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* Lower values may cause problems with streamed audio if a sequence used for it is missing channel priority data.
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* 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).
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*/
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#define MAX_SIMULTANEOUS_NOTES_EMULATOR 40
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#define MAX_SIMULTANEOUS_NOTES_CONSOLE 24
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/**
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* 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.
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* 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.
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*/
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// #define BETTER_REVERB
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