Difference between revisions of "DSP"

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(Added forgotten Weirdo 4)
(Added DSP from 30+, divided into types, added info from dsp_presets.txt)
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In the context of [[Half-Life 2]] and other Source games, [[DSP]], or ''Digital Signal Processor'', refers to the audio effects such as echoes, reverberation and similar which 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|soundscapes]] ([[env_soundscape]]).
 
In the context of [[Half-Life 2]] and other Source games, [[DSP]], or ''Digital Signal Processor'', refers to the audio effects such as echoes, reverberation and similar which 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|soundscapes]] ([[env_soundscape]]).
  
== DSP Effects ==
 
 
This list contains DSP presets available in all Source Engine games (except for CS:GO with the introduction of HRTF audio algorithms).
 
This list contains DSP presets available in all Source Engine games (except for CS:GO with the introduction of HRTF audio algorithms).
  
 +
== DSP room type (soundscapes) ==
 +
Ideal for [[soundscapes]]. Adds effects to audio, that makes it sound like your in room or outside, echos and stuff like that.
 
{| class=standard-table
 
{| class=standard-table
 
!width="70px"|Number
 
!width="70px"|Number
Line 19: Line 20:
 
|align="center"|1
 
|align="center"|1
 
|Generic
 
|Generic
|Default, automatically calculates and chooses from below.
+
|Default, automatically calculates DSP
 
|-
 
|-
 
|align="center"|2
 
|align="center"|2
Line 135: Line 136:
 
|}
 
|}
  
 +
== DSP system presets ==
 +
Effects used for specific scripts.
 +
{| class=standard-table
 +
!width="70px"|Number
 +
!width="125px"|Name
 +
!Description
 +
|-
 +
|align="center"|30
 +
|Lowpass
 +
|faceing away
 +
|-
 +
|align="center"|31
 +
|Lowpass
 +
|faceing away + 80ms delay
 +
|-
 +
|align="center"|32
 +
|Explosion ring 1
 +
|
 +
|-
 +
|align="center"|33
 +
|Explosion ring 2
 +
|
 +
|-
 +
|align="center"|34
 +
|Explosion ring 3
 +
|
 +
|-
 +
|align="center"|35
 +
|Shock muffle 1
 +
|
 +
|-
 +
|align="center"|36
 +
|Shock muffle 2
 +
|
 +
|-
 +
|align="center"|37
 +
|Shock muffle 3
 +
|
 +
|-
 +
|align="center"|38
 +
|Distorted speaker 0
 +
|
 +
|-
 +
|align="center"|39
 +
|Strider pre-fire
 +
|
 +
|-
 +
|align="center"|40
 +
|player spatial (wall) delay
 +
|
 +
|-
 +
|align="center"|41
 +
|spatial delay
 +
|reserved for spatial delays
 +
|-
 +
|align="center"|42
 +
|spatial delay
 +
|reserved for spatial delays
 +
|-
 +
|align="center"|43
 +
|spatial delay
 +
|reserved for spatial delays
 +
|-
 +
|}
 +
 +
== DSP test ==
 +
Used for testing audio effects.
 +
{| class=standard-table
 +
!width="70px"|Number
 +
!width="125px"|Name
 +
!Description
 +
|-
 +
|align="center"|44
 +
|Test 1
 +
|pitch up 10%
 +
|-
 +
|align="center"|45
 +
|Test 2
 +
|pitch down 10%
 +
|-
 +
|align="center"|46
 +
|Test 3
 +
|
 +
|-
 +
|align="center"|47
 +
|Test 4
 +
|
 +
|-
 +
|align="center"|48
 +
|Test 5
 +
|
 +
|-
 +
|align="center"|49
 +
|Test 6
 +
|No effect
 +
|-
 +
|}
 +
 +
== DSP speaker type (env_microphone) ==
 +
Used with [[env_microphone]]. These ones creates effect like it's comming from speaker (from radio, tv e.t.c.).
 +
{| class=standard-table
 +
!width="70px"|Number
 +
!width="125px"|Name
 +
!Description
 +
|-
 +
|align="center"|50 - 54
 +
|Nothing
 +
|No effect
 +
|-
 +
|align="center"|55
 +
|Loud speaker
 +
|
 +
|-
 +
|align="center"|56
 +
|Very small speaker
 +
|
 +
|-
 +
|align="center"|57
 +
|Echoing speaker
 +
|
 +
|-
 +
|align="center"|58
 +
|Small speaker
 +
|
 +
|-
 +
|align="center"|59
 +
|Tiny speaker
 +
|
 +
|-
 +
|}
 +
 +
== DSP automatic ==
 +
Templates for automatic dsp creation.
 +
{{note|the dsp interpolator blends between two presetes. 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 - ie: how full of objects the room is.  Room type, such as ''room'', ''hall'', ''tunnel'' is chosen based on shape of space.}}
 +
{| class=standard-table
 +
!width="70px"|number
 +
!name
 +
!description
 +
|-
 +
|align="center"|60-99
 +
|
 +
|memory slots reserved for auto dsp create
 +
|-
 +
|align="center"|100
 +
|
 +
|
 +
|-
 +
|align="center"|101
 +
|
 +
|
 +
|-
 +
|align="center"|102
 +
|room empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|103
 +
|room empty huge dull
 +
|max parameters
 +
|-
 +
|align="center"|104
 +
|room diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|105
 +
|room diffuse huge dull
 +
|max parameters
 +
|-
 +
|align="center"|106
 +
|duct empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|107
 +
|duct empty huge  dull
 +
|max parameters
 +
|-
 +
|align="center"|108
 +
|duct diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|109
 +
|duct diffuse huge  dull
 +
|max parameters
 +
|-
 +
|align="center"|110
 +
|hall empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|111
 +
|hall empty huge dull
 +
|max parameters
 +
|-
 +
|align="center"|112
 +
|hall diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|113
 +
|hall diffuse huge  dull
 +
|max parameters
 +
|-
 +
|align="center"|114
 +
|tunnel empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|115
 +
|tunnel empty huge dull
 +
|max parameters
 +
|-
 +
|align="center"|116
 +
|tunnel diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|117
 +
|tunnel diffuse huge  dull
 +
|max parameters
 +
|-
 +
|align="center"|118
 +
|street empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|119
 +
|street empty huge dull
 +
|max parameters
 +
|-
 +
|align="center"|120
 +
|street diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|121
 +
|street diffuse huge  dull
 +
|max parameters
 +
|-
 +
|align="center"|122
 +
|alley empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|123
 +
|alley empty huge dull
 +
|max parameters
 +
|-
 +
|align="center"|124
 +
|alley diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|125
 +
|alley diffuse huge  dull
 +
|max parameters
 +
|-
 +
|align="center"|126
 +
|courtyard empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|127
 +
|courtyard empty huge dull
 +
|max parameters
 +
|-
 +
|align="center"|128
 +
|courtyard diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|129
 +
|courtyard diffuse huge  dull
 +
|max parameters
 +
|-
 +
|align="center"|130
 +
|openspace empty small bright
 +
|min parameters
 +
|-
 +
|align="center"|131
 +
|openspace empty huge dull
 +
|max parameters
 +
|-
 +
|align="center"|132
 +
|openspace diffuse small bright
 +
|min parameters
 +
|-
 +
|align="center"|133
 +
|openspace diffuse huge dull
 +
|max parameters
 +
|-
 +
|}
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Revision as of 13:56, 27 April 2021

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In the context of Half-Life 2 and other Source games, DSP, or Digital Signal Processor, refers to the audio effects such as echoes, reverberation and similar which 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 Source Engine games (except for CS:GO with the introduction of HRTF audio algorithms).

DSP room type (soundscapes)

Ideal for soundscapes. Adds effects to audio, that makes it sound like your in room or outside, echos and stuff like that.

Number Name Description
0 Normal (off) Disables DSP
1 Generic Default, automatically calculates DSP
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

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. These ones creates effect like it's comming from speaker (from radio, tv e.t.c.).

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

Templates for automatic dsp creation.

Note.png Note: the dsp interpolator blends between two presetes. 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 - ie: how full of objects the room is. Room type, such as room, hall, tunnel is chosen based on shape of 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