DSP: Difference between revisions
(Added DSP from 30+, divided into types, added info from dsp_presets.txt) |
m (→DSP System Presets: spelling fix) |
||
(40 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{LanguageBar}} | ||
| | [[Category:Sound System]]{{Gldsrc topicon}}{{Source topicon}} | ||
| | |||
In the context of {{gldsrc|4}} and {{src|4}} games, [[DSP]], or '''Digital Signal Processor''', refers to the audio effects such as echoes, reverberation. and such that can be applied to currently-playing sounds. DSP effects are automatically handled depending on the materials around the player and can be overridden with {{ent|env_sound}} in {{goldsrc}}, or {{ent|env_soundscape}} in {{src}}. | |||
This list contains DSP presets available in all GoldSrc and Source engine games. | |||
{{note|In {{gldsrc|3}}, when '''EAX/A3D''' is enabled in older version of GoldSrc such as WON or pre-SteamPipe (which requires compatible [[w:Sound Blaster|Creative]]/[[w:Aureal Semiconductor|Aureal]] sound cards or by using [[w:Environmental Audio Extensions#EAX emulation|Creative Alchemy]] in {{win7|4|nt=3}} or later) or by using the [https://pastebin.com/L5BTxMVW '''MetaAudio'''] plugin (for post-[[SteamPipe]] builds), the DSP effects can behave differently. This is noticeable on Weirdo 1 to 3, which doesn't have buzzing noise but instead have proper echoes effect. This also restore the missing surround sound support for GoldSrc.<br>Also in {{svencoop|4}}, as it's uses FMOD by default, various DSP sounds will also have proper echoes effect out of the box. | |||
{{warning|While '''MetaAudio''' isn't a cheat, you may get false {{vac|4}} ban for using this plugin, so remember to launch the MetaAudio-hooked game/mod with {{code|-insecure}} launch option.<br> | |||
Similarly, in {{cso|4}} and {{csnz|4}}, which runs on older, but modified version of GoldSrc, while it supports EAX, it is currently unknown whether Creative Alchemy affects the third-party anti-cheat that the game used, so '''uses it at your own risk'''.}} | |||
}} | }} | ||
== DSP | ==DSP Room Type (Soundscapes)== | ||
Ideal for [[soundscapes]]. Adds | Ideal for [[soundscapes]]. Adds reverb and echo to audio. This gives the effect of sound bouncing inside a room or sound echoing back to you outside.<br> | ||
You can use the command "dsp_room (number)" (Source only) or "room_type (number)" to test the following effect: | |||
{| class=standard-table | {| class=standard-table | ||
!width="70px"|Number | !width="70px"|Number | ||
Line 20: | Line 24: | ||
|align="center"|1 | |align="center"|1 | ||
|Generic | |Generic | ||
|Default, automatically calculates DSP | |Default.<br>In {{src|4}}, automatically calculates DSP based upon brush geometry. | ||
|- | |- | ||
|align="center"|2 | |align="center"|2 | ||
Line 131: | Line 135: | ||
|- | |- | ||
|align="center"|29 | |align="center"|29 | ||
|Weirdo 4 | |Weirdo 4 | ||
| | |{{src|only}} | ||
|- | |- | ||
|} | |} | ||
== DSP | ==DSP System Presets== | ||
Effects used for specific scripts. | Effects used for specific scripts. | ||
{| class=standard-table | {| class=standard-table | ||
Line 145: | Line 149: | ||
|align="center"|30 | |align="center"|30 | ||
|Lowpass | |Lowpass | ||
| | |facing away | ||
|- | |- | ||
|align="center"|31 | |align="center"|31 | ||
|Lowpass | |Lowpass | ||
| | |facing away + 80ms delay | ||
|- | |- | ||
|align="center"|32 | |align="center"|32 | ||
Line 201: | Line 205: | ||
|} | |} | ||
== DSP | ==DSP Test== | ||
Used for testing audio effects. | Used for testing audio effects. | ||
{| class=standard-table | {| class=standard-table | ||
Line 234: | Line 238: | ||
|} | |} | ||
== DSP | ==DSP Speaker Type ({{ent|env_microphone}})== | ||
Used with | Used with <code>env_microphone</code>. It distorts audio to make it sound like it's coming from a speaker (from radio, TV, etc.). | ||
{| class=standard-table | {| class=standard-table | ||
!width="70px"|Number | !width="70px"|Number | ||
Line 267: | Line 271: | ||
|} | |} | ||
== DSP | ==DSP Automatic== | ||
Min and max templates for automatic DSP creation. Not ideal for anything else. | |||
{{note| | {{note|The dsp interpolator blends between two presets. For instance, a new preset is created between ''room empty small bright'' and ''room empty huge dull'' based on size of room and reflectivity. ''room empty'' vs ''room full'' is chosen based on room diffusion, i.e., how full of objects the room is. Room type, such as ''room'', ''hall'', or ''tunnel'', is chosen based on the shape of the space.}} | ||
{| class=standard-table | {| class=standard-table | ||
!width="70px"|number | !width="70px"|number | ||
Line 416: | Line 420: | ||
|- | |- | ||
|} | |} | ||
Latest revision as of 23:26, 29 July 2024
In the context of GoldSrc and
Source games, DSP, or Digital Signal Processor, refers to the audio effects such as echoes, reverberation. and such that can be applied to currently-playing sounds. DSP effects are automatically handled depending on the materials around the player and can be overridden with env_sound in
, or env_soundscape in
.
This list contains DSP presets available in all GoldSrc and Source engine games.


Also in



Similarly, in


DSP Room Type (Soundscapes)
Ideal for soundscapes. Adds reverb and echo to audio. This gives the effect of sound bouncing inside a room or sound echoing back to you outside.
You can use the command "dsp_room (number)" (Source only) or "room_type (number)" to test the following effect:
Number | Name | Description |
---|---|---|
0 | Normal (off) | Disables DSP |
1 | Generic | Default. In ![]() |
2 | Metal Small | |
3 | Metal Medium | |
4 | Metal Large | |
5 | Tunnel Small | |
6 | Tunnel Medium | |
7 | Tunnel Large | |
8 | Chamber Small | |
9 | Chamber Medium | |
10 | Chamber Large | |
11 | Bright Small | |
12 | Bright Medium | |
13 | Bright Large | |
14 | Water 1 | |
15 | Water 2 | |
16 | Water 3 | |
17 | Concrete Small | |
18 | Concrete Medium | |
19 | Concrete Large | |
20 | Big 1 | |
21 | Big 2 | |
22 | Big 3 | |
23 | Cavern Small | |
24 | Cavern Medium | |
25 | Cavern Large | |
26 | Weirdo 1 | |
27 | Weirdo 2 | |
28 | Weirdo 3 | |
29 | Weirdo 4 | (only in ![]() |
DSP System Presets
Effects used for specific scripts.
Number | Name | Description |
---|---|---|
30 | Lowpass | facing away |
31 | Lowpass | facing away + 80ms delay |
32 | Explosion ring 1 | |
33 | Explosion ring 2 | |
34 | Explosion ring 3 | |
35 | Shock muffle 1 | |
36 | Shock muffle 2 | |
37 | Shock muffle 3 | |
38 | Distorted speaker 0 | |
39 | Strider pre-fire | |
40 | player spatial (wall) delay | |
41 | spatial delay | reserved for spatial delays |
42 | spatial delay | reserved for spatial delays |
43 | spatial delay | reserved for spatial delays |
DSP Test
Used for testing audio effects.
Number | Name | Description |
---|---|---|
44 | Test 1 | pitch up 10% |
45 | Test 2 | pitch down 10% |
46 | Test 3 | |
47 | Test 4 | |
48 | Test 5 | |
49 | Test 6 | No effect |
DSP Speaker Type (env_microphone)
Used with env_microphone
. It distorts audio to make it sound like it's coming from a speaker (from radio, TV, etc.).
Number | Name | Description |
---|---|---|
50 - 54 | Nothing | No effect |
55 | Loud speaker | |
56 | Very small speaker | |
57 | Echoing speaker | |
58 | Small speaker | |
59 | Tiny speaker |
DSP Automatic
Min and max templates for automatic DSP creation. Not ideal for anything else.

number | name | description |
---|---|---|
60-99 | memory slots reserved for auto dsp create | |
100 | ||
101 | ||
102 | room empty small bright | min parameters |
103 | room empty huge dull | max parameters |
104 | room diffuse small bright | min parameters |
105 | room diffuse huge dull | max parameters |
106 | duct empty small bright | min parameters |
107 | duct empty huge dull | max parameters |
108 | duct diffuse small bright | min parameters |
109 | duct diffuse huge dull | max parameters |
110 | hall empty small bright | min parameters |
111 | hall empty huge dull | max parameters |
112 | hall diffuse small bright | min parameters |
113 | hall diffuse huge dull | max parameters |
114 | tunnel empty small bright | min parameters |
115 | tunnel empty huge dull | max parameters |
116 | tunnel diffuse small bright | min parameters |
117 | tunnel diffuse huge dull | max parameters |
118 | street empty small bright | min parameters |
119 | street empty huge dull | max parameters |
120 | street diffuse small bright | min parameters |
121 | street diffuse huge dull | max parameters |
122 | alley empty small bright | min parameters |
123 | alley empty huge dull | max parameters |
124 | alley diffuse small bright | min parameters |
125 | alley diffuse huge dull | max parameters |
126 | courtyard empty small bright | min parameters |
127 | courtyard empty huge dull | max parameters |
128 | courtyard diffuse small bright | min parameters |
129 | courtyard diffuse huge dull | max parameters |
130 | openspace empty small bright | min parameters |
131 | openspace empty huge dull | max parameters |
132 | openspace diffuse small bright | min parameters |
133 | openspace diffuse huge dull | max parameters |