This article's documentation is for the "GoldSrc" engine. Click here for more information.
This article's documentation is for anything that uses the Source engine. Click here for more information.

DSP

From Valve Developer Community
(Redirected from Digital Signal Processing)
Jump to: navigation, search
English (en)Deutsch (de)Français (fr)Русский (ru)Translate (Translate)

In the context of GoldSrc GoldSrc and Source 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 GoldSrc, or env_soundscape in Source.

This list contains DSP presets available in all GoldSrc and Source engine games.

Note.pngNote:In GoldSrc, when EAX/A3D is enabled in older version of GoldSrc such as WON or pre-SteamPipe (which requires compatible Creative/Aureal sound cards or by using Creative Alchemy in Windows 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.
Also in Sven Co-op Sven Co-op, as it's uses FMOD by default, various DSP sounds will also have proper echoes effect out of the box.
Warning.pngWarning:While MetaAudio isn't a cheat, you may get false VAC VAC ban for using this plugin, so remember to launch the MetaAudio-hooked game/mod with -insecure launch option.
Similarly, in Counter-Strike Online Counter-Strike Online and Counter-Strike Nexon: Studio Counter-Strike Nexon: Studio, 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 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 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 Source)

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.

Note.pngNote: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