make the reverb sound slightly more accurate

This commit is contained in:
madeline
2026-04-04 23:04:08 -07:00
parent de038222ac
commit 1d98db6d13
+3 -3
View File
@@ -177,8 +177,8 @@ void dusk::audio::DspRender(OutputSubframe& subframe) {
// this way the reverb's internal buffers accumulate energy proportional to mAutoMixerFxMix,
// so any tail always decays at the correct level regardless of mAutoMixerFxMix changes
// prevents transients when the next sound starts playing with a different reverb level
// 700.0f was pulled out of my ass and just sounds good enough for console
f32 inputGain = (!skipRender) ? (channel.mAutoMixerFxMix >> 8) / 700.0f : 0.0f;
// 600.0f was pulled out of my ass and just sounds good enough for console
f32 inputGain = (!skipRender) ? (channel.mAutoMixerFxMix >> 8) / 600.0f : 0.0f;
OutputSubframe reverbSubframe = {};
for (int j = 0; j < DSP_SUBFRAME_SIZE; j++) {
@@ -533,7 +533,7 @@ void dusk::audio::DspInit() {
auto& channelAux = ChannelAux[i];
channelAux.reverb.setwet(1.0f);
channelAux.reverb.setdry(0.0f);
channelAux.reverb.setroomsize(0.4f);
channelAux.reverb.setroomsize(0.5f);
channelAux.reverb.setdamp(0.7f);
channelAux.reverb.setwidth(1.0f);
channelAux.reverb.setmode(0.0f);