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* 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
53 lines
2.5 KiB
C
53 lines
2.5 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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* Enables the additional spacial processing that takes place with sound effects in vanilla.
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* 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.
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* This is not the same thing as enabling stereo audio, but it does represent the sole differences between the Stereo and Headset sound options.
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* Because of this, the Headset sound option will also not appear in the file select menu with this disabled.
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* Leaving this disabled may also be slightly beneficial for CPU performance.
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*/
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// #define ENABLE_STEREO_HEADSET_EFFECTS
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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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