The DSP in Source is not done with Miles even though Miles does have a
bunch of DSP features (and may be able to do the same thing).  It's a
custom modular system we built for HL2.  There isn't currently a way to
modify it without changing code.  Licensees have access to this code but
it isn't in the mod SDK.  The automatic DSP algorithm uses surface
material properties and geometry along with a custom controller to
configure delay lines and reverb parameters.

As I recall, we use Miles sound system for multiplayer voice codecs and
mp3 playback as well as steam voice chat.

Jay

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anthony Mann
Sent: Thursday, January 17, 2008 12:01 PM
To: [email protected]
Subject: Re: [hlcoders] DSP in source

Thank you!!

that was an invaluable piece of information! You mention it is used
for a 'large part of its playback'
do you know exactly what extent the source engine controls the miles
API's? or what version of the API is used?
I am also contacting miles directly regarding this info,

I have managed to find out a LOT more information already just from
the details you provided

again thanks very much
Ant

On 17 Jan 2008, at 06:50, Adam amckern McKern wrote:

> You would want to maybe email [EMAIL PROTECTED]
> and ask them about it as the source engine uses the
> miles sound system for a large part of its playback.
>
> Adam
>
> --- Anthony Mann <[EMAIL PROTECTED]> wrote:
>
>> Hi again
>>
>> Im writing a paper at the moment on sound design for
>> games and i have
>> a few questions some of you may be able to help me
>> out with!
>> I have been enjoying manipulating and creating
>> soundscapes in the hl2
>> engine, and have been using hammer since CS 1.4. I'm
>> especially
>> interested in the DSP built into the source engine.
>> Does anyone know any details of how the DSP system
>> calculates the echo/
>> reverb for the room size/room geometry? is it rt-60
>> based? is it
>> modular? is it possible to add DSP code without a
>> total re-compile?
>> How are these DSP elements written?
>> Does anyone also have any good resources on the
>> sound engine used
>> within source? i have found some sparse
>> documentation, and the SDK
>> references but i would love to know the workings on
>> a lower level than
>> these provide.
>>
>> Hope someone can point me in the right direction,
>> Thanks
>> Ant
>>
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>
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
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