Family 8 (Audio) · rung 8.9 — echo / reverb from the S-DSP.
Isolates one lesson the soundboard buries among many: the S-DSP's hardware echo unit. A short "pop" fires on a timer; the echo turns each pop into a decaying tail. Press START to toggle echo off and on — that A/B is the point, because you cannot hear reverb without the dry sound next to it.
- SNES Concepts
- audioSetEcho(delay, feedback, volL, volR) sizes the echo ring and sets how long the tail rings (feedback) and how loud the wet signal is — call it BEFORE enabling
- audioSetEchoFilter(fir[8]) is the 8-tap FIR on the echo path; tap 0 = 127 passes the echo straight through
- audioEnableEcho(voiceMask) routes voices into the echo; audioDisableEcho() turns it off
- Echo costs ARAM — the ring buffer is real memory, sized by the delay
- What to Observe
- A pop roughly twice a second with a reverb tail; press START and the tail vanishes (dry), press again and the hall returns. The backdrop tints purple (wet) vs grey (dry).
- Modules Used
- console, audio, input
- See also
- audio.h (audioSetEcho / audioEnableEcho), audio/soundboard