DSP
In the context of  GoldSrc and
 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 soundscapes (env_soundscape).
 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 soundscapes (env_soundscape).
This list contains DSP presets available in all GoldSrc and Source engine games.
 Note:In GoldSrc, when EAX/A3D is enabled (for the WON & pre-SteamPipe (2012 and earlier, or possibly
Note:In GoldSrc, when EAX/A3D is enabled (for the WON & pre-SteamPipe (2012 and earlier, or possibly  /
/ ) builds, with a compatible Creative/Aureal sound cards or via Creative Alchemy in
) builds, with a compatible Creative/Aureal sound cards or via Creative Alchemy in  Windows Vista or later) or by using the 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.
 Windows Vista or later) or by using the 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.
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  Source, automatically calculates DSP based upon brush geometry. | 
| 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 | faceing away | 
| 31 | Lowpass | faceing 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.
 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.
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.| 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 | 

























