Files
Microtransactions64/include/config/config_audio.h
Gregory Heskett 37787dffc9 Add SET_ECHO level script command + minor BETTER_REVERB refactoring (#591)
* Add SET_ECHO level script command + minor BETTER_REVERB refactoring

* Add Puppyprint debug page for trying out different BETTER_REVERB presets and configurations

Also fix a missing Puppyprint enum that was causing issues

* Modify Puppyprint BETTER_REVERB page + other minor improvements

* Swap order of RSP commands to allow reverb downsampling to sound more similar to that of without downsampling
2023-06-28 15:15:38 -04:00

53 lines
2.5 KiB
C

#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